ACE3/addons/fastroping/functions/fnc_fastRope.sqf
shukari 468da8b79b Fix fastropes being blocked after rope breaking (#6239)
* add broken state

* add broke state

* add broken state

* add broken state

* add broken state
2018-04-12 10:23:18 -05:00

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/*
* Author: BaerMitUmlaut
* Lets the unit fast rope.
*
* Arguments:
* 0: Unit occupying the helicopter <OBJECT>
* 1: The helicopter itself <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_player, _vehicle] call ace_fastroping_fnc_fastRope
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_vehicle"];
//Select unoccupied rope
private _deployedRopes = _vehicle getVariable [QGVAR(deployedRopes), []];
private _usableRope = _deployedRopes select 0;
private _usableRopeIndex = 0;
{
if (!(_x select 5) && !(_x select 6)) exitWith {
_usableRope = _x;
_usableRopeIndex = _forEachIndex;
};
} forEach _deployedRopes;
_usableRope set [5, true];
_deployedRopes set [_usableRopeIndex, _usableRope];
_vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
//Start server PFH asap
[QGVAR(startFastRope), [_unit, _vehicle, _usableRope, _usableRopeIndex, false]] call CBA_fnc_serverEvent;
moveOut _unit;
[FUNC(fastRopeLocalPFH), 0, [_unit, _vehicle, _usableRope, _usableRopeIndex, diag_tickTime]] call CBA_fnc_addPerFrameHandler;