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72 lines
2.0 KiB
Plaintext
72 lines
2.0 KiB
Plaintext
/*
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* Author: commy2
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* Opens door
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*
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* Arguments:
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* 0: House <OBJECT>
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* 1: Door <STRING>
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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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* [house, "door"] call ace_interaction_fnc_openDoor
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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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private ["_info", "_phase", "_position", "_time", "_usedMouseWheel", "_getDoorAnimations"];
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_info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
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EXPLODE_2_PVT(_info,_house,_door);
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if (isNull _house) exitWith {};
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_getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
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EXPLODE_2_PVT(_getDoorAnimations,_animations,_lockedVariable);
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if (count _animations == 0) exitWith {};
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if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
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_lockedVariable set [0, _house];
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_lockedVariable spawn compile preprocessFileLineNumbers "\A3\Structures_F\scripts\LockedDoor_open.sqf";
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};
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GVAR(isOpeningDoor) = true;
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playSound "ACE_Sound_Click"; //@todo replace with smth. more fitting
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[_house, _animations] spawn {
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private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
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_house = _this select 0;
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_animations = _this select 1;
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_phase = _house animationPhase (_animations select 0);
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_position = getPosASL ACE_player;
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_time = ACE_time + 0.2;
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_usedMouseWheel = false;
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waitUntil {
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if (inputAction "PrevAction" > 0 || {inputAction "NextAction" > 0}) then {
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_usedMouseWheel = true;
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};
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_phase = _phase + (inputAction "PrevAction" / 12) min 1;
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_phase = _phase - (inputAction "NextAction" / 12) max 0;
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{_house animate [_x, _phase]} forEach _animations;
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!GVAR(isOpeningDoor) || {getPosASL ACE_player distance _position > 1}
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};
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if (!_usedMouseWheel && {ACE_time < _time} && {[ACE_player, objNull, []] call EFUNC(common,canInteractWith)}) then {
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_phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
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{_house animate [_x, _phase]} forEach _animations;
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};
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GVAR(isOpeningDoor) = false;
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};
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