ACE3/addons/common/functions/fnc_headBugFix.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

51 lines
1.1 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: rocko
* Fixes animation issues that may get you stuck
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_common_fnc_headBugFix
*
* Public: Yes
*
* Note: Has to be spawned not called
*/
private _unit = ACE_player;
private _anim = animationState _unit;
[QGVAR(headbugFixUsed), [profileName, _anim]] call CBA_fnc_serverEvent;
[QGVAR(headbugFixUsed), [profileName, _anim]] call CBA_fnc_localEvent;
if (_unit != vehicle _unit || {!([_unit, objNull, ["isNotSitting"]] call FUNC(canInteractWith))}) exitWith {false};
private _pos = getPosATL _unit;
private _dir = getDir _unit;
titleCut ["", "BLACK"];
[_unit, "headBugFix"] call FUNC(hideUnit);
// create invisible headbug fix vehicle
private _dummy = createVehicle ["ACE_Headbug_Fix", _pos, [], 0, "NONE"];
_dummy setDir _dir;
_unit moveInAny _dummy;
sleep 0.1; // @todo
unassignVehicle _unit;
_unit action ["Eject", vehicle _unit];
_unit setDir _dir;
_unit setPosATL _pos;
sleep 1.0;
deleteVehicle _dummy;
[_unit, "headBugFix"] call FUNC(unhideUnit);
titleCut ["", "PLAIN"];
true