ACE3/addons/sitting/functions/fnc_sit.sqf
2015-10-18 12:26:53 +02:00

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/*
* Author: Jonpas
* Sits down the player.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [seat, player] call ace_sitting_fnc_sit;
*
* Public: No
*/
#include "script_component.hpp"
private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_seatPosOrig"];
params ["_seat", "_player"];
// 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
_actionID = _player addAction [
format ["<t color='#FFFF00'>%1</t>", localize LSTRING(Stand)],
QUOTE((_this select 0) call FUNC(stand)),
nil,
20,
false,
true,
"GetOut",
QUOTE(_this call FUNC(canStand))
];
// Read config
_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
// 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).
// 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(isSitting), [_seat, _actionID]];
_seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat
// Add automatical stand PFH in case of interruptions
_seatPosOrig = getPosASL _seat;
[{
params ["_args", "_pfhId"];
_args params ["_player", "_seat", "_seatPosOrig"];
// Remove PFH if not sitting any more
if (isNil {_player getVariable QGVAR(isSitting)}) exitWith {
[_pfhId] call CBA_fnc_removePerFrameHandler;
TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]);
};
// Stand up if chair gets deleted or moved
if (isNull _seat || !((getPosASL _seat) isEqualTo _seatPosOrig)) exitWith {
_player call FUNC(stand);
TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
};
}, 0, [_player, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;