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63 lines
2.0 KiB
Plaintext
63 lines
2.0 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Starts defusing an explosive
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target explosive <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_unit,_target);
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_target = attachedTo (_target);
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_fnc_DefuseTime = {
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EXPLODE_2_PVT(_this,_specialist,_target);
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_defuseTime = 5;
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if (isNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime")) then {
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_defuseTime = getNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime");
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};
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if (!_specialist && {GVAR(PunishNonSpecialists)}) then {
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_defuseTime = _defuseTime * 1.5;
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};
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_defuseTime
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};
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_actionToPlay = "MedicOther";
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if (STANCE _unit == "Prone") then {
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_actionToPlay = "PutDown";
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};
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if (ACE_player != _unit) then {
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// If the unit is a player, call the function on the player.
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if (isPlayer _unit) then {
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[[_unit, _target], QFUNC(startDefuse), _unit] call EFUNC(common,execRemoteFnc);
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} else {
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// TODO: use scheduled delay execution
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[_unit, _target, [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime] spawn {
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(_this select 0) playActionNow _actionToPlay;
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(_this select 0) disableAI "MOVE";
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(_this select 0) disableAI "TARGET";
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sleep (_this select 2);
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[(_this select 0), (_this select 1)] call FUNC(defuseExplosive);
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(_this select 0) enableAI "MOVE";
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(_this select 0) enableAI "TARGET";
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};
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};
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} else {
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_unit playActionNow _actionToPlay;
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private ["_defuseSeconds", "_isEOD"];
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_isEOD = [_unit] call EFUNC(Common,isEOD);
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_defuseSeconds = [_isEOD, _target] call _fnc_DefuseTime;
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if (_isEOD || {!GVAR(RequireSpecialist)}) then {
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[_defuseSeconds, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize "STR_ACE_Explosives_DefusingExplosive")] call EFUNC(common,progressBar);
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};
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};
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