ACE3/addons/explosives/functions/fnc_defuseExplosive.sqf
PabstMirror 721bc205ef Allow defusing naval mines
Fix #4074
- Workaround for naval mines not working with deactivate
- Add "isNotSwimming" exception to defuse progress bar
2016-07-10 13:49:06 -05:00

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/*
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit", "_explosive"];
TRACE_2("params",_unit,_explosive);
if (GVAR(ExplodeOnDefuse) && {(random 1.0) < (getNumber (ConfigFile >> "CfgAmmo" >> typeOf _explosive >> QGVAR(explodeOnDefuseChance)))}) exitWith {
TRACE_1("exploding on defuse",_explosive);
[_unit, -1, [_explosive, 1], true] call FUNC(detonateExplosive);
[QGVAR(explodeOnDefuse), [_explosive, _unit]] call CBA_fnc_globalEvent;
};
[QGVAR(defuse), [_explosive, _unit]] call CBA_fnc_globalEvent;
if (!(_explosive isKindOf "UnderwaterMine_Range_Ammo")) then {
_unit action ["Deactivate", _unit, _explosive];
} else {
// Underwater naval mines don't seem to respond to the deactivate action
// For now, lets just delete them
deleteVehicle _explosive;
};