ACE3/addons/interaction/functions/fnc_openDoor.sqf

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/*
* Author: commy2
* Open door.
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return Value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
#include "script_component.hpp"
private "_info";
_info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
_info params ["_house", "_door"];
if (isNull _house) exitWith {};
private "_getDoorAnimations";
_getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
_getDoorAnimations params ["_animations", "_lockedVariable"];
if (_animations isEqualTo []) exitWith {};
if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
_lockedVariable set [0, _house];
_lockedVariable call BIS_fnc_LockedDoorOpen;
};
GVAR(isOpeningDoor) = true;
playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
[_house, _animations] spawn { // @todo
params ["_house", "_animations"];
private ["_phase", "_position", "_time", "_usedMouseWheel"];
_phase = _house animationPhase (_animations select 0);
_position = getPosASL ACE_player;
_time = ACE_time + 0.2;
_usedMouseWheel = false;
waitUntil {
if (inputAction "PrevAction" > 0 || {inputAction "NextAction" > 0}) then {
_usedMouseWheel = true;
};
_phase = _phase + (inputAction "PrevAction" / 12) min 1;
_phase = _phase - (inputAction "NextAction" / 12) max 0;
{_house animate [_x, _phase]} forEach _animations;
!GVAR(isOpeningDoor) || {getPosASL ACE_player distance _position > 1}
};
if (!_usedMouseWheel && {ACE_time < _time} && {[ACE_player, objNull, []] call EFUNC(common,canInteractWith)}) then {
_phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
{_house animate [_x, _phase]} forEach _animations;
};
GVAR(isOpeningDoor) = false;
};