ACE3/addons/sitting/functions/fnc_sit.sqf
2021-10-22 15:16:42 +02:00

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#include "script_component.hpp"
/*
* Author: Jonpas, vabene1111
* Sits down the player.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Player <OBJECT>
* 2: Seat Position <NUMBER> (default: 0)
*
* Return Value:
* None
*
* Example:
* [cursorObject, player] call ace_sitting_fnc_sit
* [cursorObject, player, 0] call ace_sitting_fnc_sit
*
* Public: No
*/
params ["_seat", "_player", ["_seatPos", 0]];
TRACE_3("sit",_seat,_player,_seatPos);
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Add scroll-wheel action to release object
private _actionID = _player addAction [
format ["<t color='#FFFF00'>%1</t>", LLSTRING(Stand)],
QUOTE((_this select 0) call FUNC(stand)),
nil,
20,
false,
true,
"GetOut",
QUOTE(_this call FUNC(canStand))
];
// Read config
private _configFile = configFile >> "CfgVehicles" >> typeOf _seat;
private _sitDirection = (getDir _seat) + (_seat getVariable [QXGVAR(sitDirection), getNumber (_configFile >> QXGVAR(sitDirection))]);
private _sitPositionAll = _seat getVariable [QXGVAR(sitPosition), getArray (_configFile >> QXGVAR(sitPosition))];
private _multiSitting = (_sitPositionAll select 0) isEqualType [];
private _sitPosition = _sitPositionAll;
if (_multiSitting) then {
_sitPosition = _sitPosition select _seatPos;
};
// Get random animation and perform it (before moving player to ensure correct placement)
[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
TRACE_2("Sit pos and dir",_sitPosition,_sitDirection);
// Set direction and position
_player setDir _sitDirection;
//modelToWorld returns AGL
_player setPosASL (AGLtoASL (_seat modelToWorld _sitPosition));
// Set variables, save seat object on player
_player setVariable [QGVAR(sittingStatus), [_seat, _actionID, _seatPos]];
// Prevent multiple people sitting on one seat
private _seatsClaimed = _seat getVariable [QGVAR(seatsClaimed), []];
// Initialize claimed seats if first time sitting on it
if (_seatsClaimed isEqualTo []) then {
if (_multiSitting) then {
for "_i" from 0 to ((count _sitPositionAll) - 1) do {
_seatsClaimed pushBack (_i == _seatPos);
};
} else {
_seatsClaimed = [true];
};
} else {
_seatsClaimed set [_seatPos, true];
};
_seat setVariable [QGVAR(seatsClaimed), _seatsClaimed, true];
// Also prevent dragging/carrying
if (!([_seat] call EFUNC(common,owned))) then {
[_player, _seat] call EFUNC(common,claim);
};
// Add automatical stand PFH in case of interruptions
private _seatPosOrig = getPosASL _seat;
private _seatDistOrig = (getPosASL _player) distance _seat;
[{
params ["_args", "_pfhId"];
_args params ["_player", "_seat", "_seatPosOrig", "_seatDistOrig"];
// Remove PFH if not sitting any more
if (isNil {_player getVariable QGVAR(sittingStatus)}) exitWith {
[_pfhId] call CBA_fnc_removePerFrameHandler;
TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(sittingStatus), false)]);
};
// Stand up if chair gets deleted or moved
if (isNull _seat ||
{getPosASL _player distance _seatPosOrig > _seatDistOrig + 0.5} ||
{((getPosASL _seat) vectorDistance _seatPosOrig) > 0.01}
) exitWith {
_player call FUNC(stand);
TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
};
}, 0, [_player, _seat, _seatPosOrig, _seatDistOrig]] call CBA_fnc_addPerFrameHandler;
["ace_satDown", [_player, _seat, _seatPos]] call CBA_fnc_localEvent;