ACE3/addons/captives/functions/fnc_handleGetIn.sqf
PabstMirror bfd3695868 SQF Lint Cleanup Pass (#5157)
* SQF Lint Cleanup Pass

* Fix var in TRACE

* Add basic python tool

* Simplify

* Hit space key 6 times

* Fix error in dropNozzle

* handle error message exceptions

* Fix py
2017-05-14 14:48:05 -05:00

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/*
* Author: commy2
* Handles when a unit gets in to a vehicle. Release escorted captive when entering a vehicle
*
* Arguments:
* 0: _vehicle <OBJECT>
* 1: dunno <OBJECT>
* 2: _unit <OBJECT>
*
* Return Value:
* The return value <BOOL>
*
* Example:
* [car2, x, player] call ACE_captives_fnc_handleGetIn
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle", "","_unit"];
TRACE_2("params",_vehicle,_unit);
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
_unit setVariable [QGVAR(isEscorting), false, true];
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered);
};
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
//Need to force animation for FFV turrets
private _turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
if (!(_turretPath isEqualTo [])) then {
TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};
};
};