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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
46 lines
1.3 KiB
Plaintext
46 lines
1.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Handles when a unit gets in to a vehicle. Release escorted captive when entering a vehicle
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*
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* Arguments:
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* 0: _vehicle <OBJECT>
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* 1: dunno <OBJECT>
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* 2: _unit <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [car2, x, player] call ACE_captives_fnc_handleGetIn
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*
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* Public: No
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*/
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params ["_vehicle", "","_unit"];
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TRACE_2("params",_vehicle,_unit);
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if (local _unit) then {
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if (_unit getVariable [QGVAR(isEscorting), false]) then {
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_unit setVariable [QGVAR(isEscorting), false, true];
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(setSurrendered);
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};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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//Need to force animation for FFV turrets
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private _turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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} forEach (fullCrew (vehicle _unit));
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if (!(_turretPath isEqualTo [])) then {
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TRACE_1("Setting FFV Handcuffed Animation",_turretPath);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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};
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};
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