ACE3/addons/explosives/functions/fnc_dialingPhone.sqf

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#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Performs the dial tones and detonation of explosive.
*
* Arguments:
* 0: Unit to do dialing <OBJECT>
* 1: Index <NUMBER>
* 2: Dialing points <ARRAY>
* 3: IED code <STRING>
*
* Return Value:
* None
*
* Example:
* [FUNC(dialingPhone), 0.25, [_unit,4,_arr,_code]] call CALLSTACK(CBA_fnc_addPerFrameHandler);
*
* Public: No
*/
params ["_args", "_pfID"];
_args params ["_unit", "_i", "_arr", "_code"];
if ((_i mod 4) == 0) then {
private _pos = _unit modelToWorldVisualWorld (_unit selectionPosition "RightHand");
playSound3D [QUOTE(PATHTO_R(Data\Audio\DialTone.wss)), objNull, false, _pos, 5, 1, 5];
};
ctrlSetText [1400,format["Calling%1",_arr select (_i - 4)]];
private _explosive = [_code] call FUNC(getSpeedDialExplosive);
if (_i >= (count _arr + 2)) then {
[_pfID] call CALLSTACK(CBA_fnc_removePerFrameHandler);
if ((count _explosive) > 0) then {
[_unit, -1, [_explosive select 0, _explosive select 2], "ACE_Cellphone"] call FUNC(detonateExplosive);
};
_unit setVariable [QGVAR(Dialing), false, true];
if (_unit == ace_player) then {
ctrlSetText [1400,"Call Ended!"];
};
};
if (_i == (count _arr)) then {
if (
((count _explosive) > 0) &&
{[_unit, -1, (_explosive # 0), (_explosive # 2), "ACE_Cellphone"] call FUNC(checkDetonateHandlers)}
) then {
playSound3D [QUOTE(PATHTO_R(Data\Audio\Cellphone_Ring.wss)), objNull, false, (getPosASL (_explosive # 0)), 3.16228, 1, 75];
};
};
_args set [1, _i + 1];