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711e1fc026
* Fix Magazine Repack underwater - fix #5513 Also prevent common goKneeling function underwater * Fix loading patients underwater - fix #5515 * Fix load object underwater * Fix take nozzle on jerry can underwater * Fix refuel underwater conditions further * Use isTouchingGround, Make refuel semi-compatible reports false if head is out of the water, we want true even if we are not diving * Less interact exceptions duplication * Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround * Fix condition * Support dragging underwater No carrying due to animation timing issues and other misc things * Allow Medical Legs SelfActions underwater * Fix fixPosition function underwater (use getPosATL instead of getPos) * Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
66 lines
1.9 KiB
Plaintext
66 lines
1.9 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Glowbal
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* Callback when repair completes.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* 0: Unit that does the repairing <OBJECT>
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* 1: Vehicle to repair <OBJECT
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* 2: Selected hitpoint or hitpointIndex <STRING>or<NUMBER>
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* 3: Repair Action Classname <STRING>
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* 4: Items <ARRAY>
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* 5: User of Items <ARRAY>
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* 6: Claimed Repair Objects <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [[unit, vehicle, "hitpoint", "classname", [], [], [aWheel]]] call ace_repair_fnc_repair_success
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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 ["_args"];
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_args params ["_caller", "_target","_selectionName","_className","","","_claimedObjects"];
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TRACE_4("params",_caller,_target,_selectionName,_className);
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private ["_config","_callback", "_weaponSelect"];
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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_caller removeWeapon "ACE_FakePrimaryWeapon";
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};
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if (vehicle _caller == _caller && {!(_caller call EFUNC(common,isSwimming))}) then {
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[_caller, _caller getVariable [QGVAR(repairPrevAnimCaller), ""], 2] call EFUNC(common,doAnimation);
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};
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_caller setVariable [QGVAR(repairPrevAnimCaller), nil];
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_weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]);
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if (_weaponSelect != "") then {
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_caller selectWeapon _weaponSelect;
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 299];
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};
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//Unclaim repair objects:
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{
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TRACE_2("Releasing", _x, (typeOf _x));
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[objNull, _x, false] call EFUNC(common,claim);
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} forEach _claimedObjects;
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// Record specific callback
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_config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className);
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_callback = getText (_config >> "callbackSuccess");
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if (isNil _callback) then {
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_callback = compile _callback;
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} else {
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_callback = missionNamespace getVariable _callback;
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};
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if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
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_args call _callback;
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//todo: repair litter?
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