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bfd3695868
* 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
46 lines
1.3 KiB
Plaintext
46 lines
1.3 KiB
Plaintext
/*
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* Author: commy2
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* Handles when a unit gets in to a vehicle. Release escorted captive when entering a vehicle
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*
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* Arguments:
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* 0: _vehicle <OBJECT>
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* 1: dunno <OBJECT>
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* 2: _unit <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [car2, x, player] call ACE_captives_fnc_handleGetIn
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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 ["_vehicle", "","_unit"];
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TRACE_2("params",_vehicle,_unit);
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if (local _unit) then {
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if (_unit getVariable [QGVAR(isEscorting), false]) then {
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_unit setVariable [QGVAR(isEscorting), false, true];
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(setSurrendered);
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};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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//Need to force animation for FFV turrets
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private _turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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} forEach (fullCrew (vehicle _unit));
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if (!(_turretPath isEqualTo [])) then {
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TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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};
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};
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