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102 lines
4.1 KiB
Plaintext
102 lines
4.1 KiB
Plaintext
/*
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* Author: commy2 PabstMirror
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* Lets a unit surrender
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: True to surrender, false to un-surrender <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [Pierre, true] call ACE_captives_fnc_setSurrendered;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_state);
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if (!local _unit) exitwith {
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ERROR("running surrender on remote unit");
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};
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if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
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ERROR("Surrender: current state same as new");
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};
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if (_state) then {
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if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");};
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_unit setVariable [QGVAR(isSurrendering), true, true];
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[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
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if (_unit == ACE_player) then {
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showHUD false;
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};
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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// fix anim on mission start (should work on dedicated servers)
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[{
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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PARAMS_2(_unit,_newAnimation);
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
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ERROR("Surrender animation interrupted");
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systemChat format ["debug %2: new %1", _newAnimation, time];
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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};
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
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} else {
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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
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_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), -1];
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if (_unit == ACE_player) then {
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//only re-enable HUD if not handcuffed
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
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showHUD true;
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};
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};
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if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
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//if we are in "hands up" animationState, crack it now
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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} else {
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//Handles long animation chains
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[{
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PARAMS_2(_args,_pfID);
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EXPLODE_2_PVT(_args,_unit,_maxTime);
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
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if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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};
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//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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}, 0, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
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};
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};
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