ACE3/addons/interaction/functions/fnc_openDoor.sqf
Glowbal b489750d5b Minor optimizations using private, params, and isEqualType (#4323)
* Optimizations with private, params, and isEqualType

* Fixed tab being used instead of space

* Fixed tabs inserted by notepad++

* More usage of new private syntax and params

- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax

* clean up and formatting
2016-09-04 16:44:22 +02:00

69 lines
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/*
* Author: commy2
* Open door.
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return Value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
#include "script_component.hpp"
private _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
_info params ["_house", "_door"];
if (isNull _house) exitWith {};
private _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
_getDoorAnimations params ["_animations", "_lockedVariable"];
if (_animations isEqualTo []) exitWith {};
if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
_lockedVariable set [0, _house];
_lockedVariable call BIS_fnc_LockedDoorOpen;
};
playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
GVAR(doorTargetPhase) = _house animationPhase (_animations select 0);
GVAR(isOpeningDoor) = true;
GVAR(usedScrollWheel) = false;
[{
(_this select 0) params ["_house", "_animations", "_position", "_time", "_frame"];
if !(GVAR(isOpeningDoor)) exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler;
// didn't use incremental opening. Just do animation normally.
if !(GVAR(usedScrollWheel)) then {
private _phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
{_house animate [_x, _phase]; false} count _animations;
};
};
// check if player moved too far away
if (getPosASL ACE_player distance _position > 1) exitWith {
GVAR(isOpeningDoor) = false;
};
// this allows for holding the door in it's current state.
if (CBA_missionTime > _time && {diag_frameno > _frame}) then {
GVAR(usedScrollWheel) = true;
};
// do incremental door opening
{_house animate [_x, GVAR(doorTargetPhase)]; false} count _animations;
}, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2]] call CBA_fnc_addPerFrameHandler;