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ada7b93219
Use ADDON for status effects
116 lines
5.0 KiB
Plaintext
116 lines
5.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2 PabstMirror
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* Lets a unit surrender
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: True to surrender, false to un-surrender <BOOL>
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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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* [Pierre, true] call ACE_captives_fnc_setSurrendered;
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*
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* Public: No
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*/
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params ["_unit","_state"];
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TRACE_2("params",_unit,_state);
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if (!local _unit) exitWith {
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WARNING("running surrender on remote unit");
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};
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if !(missionNamespace getVariable [QGVAR(captivityEnabled), false]) exitWith {
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// It's to soon to call this function, delay it
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if (EGVAR(common,settingsInitFinished)) then {
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// Settings are already initialized, but the small wait isn't over
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[DFUNC(setSurrendered), _this, 0.05] call CBA_fnc_waitAndExecute;
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} else {
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// Settings are not initialized yet
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[DFUNC(setSurrendered), _this] call EFUNC(common,runAfterSettingsInit);
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};
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};
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if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
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WARNING("Surrender: current state same as new");
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};
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if (_state) then {
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if ((vehicle _unit) != _unit) exitWith {WARNING("Cannot surrender while mounted");};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {WARNING("Cannot surrender while handcuffed");};
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_unit setVariable [QGVAR(isSurrendering), true, true];
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[_unit, "setCaptive", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
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if (_unit == ACE_player) then {
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["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
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};
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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// fix anim on mission start (should work on dedicated servers)
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[{
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params ["_unit"];
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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if (_animChangedEHID != -1) then {
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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};
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {call FUNC(handleAnimChangedSurrendered)}];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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};
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}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
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} else {
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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
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//remove AnimChanged EH
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private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), -1];
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if (_unit == ACE_player) then {
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//only re-enable HUD if not handcuffed
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if !(_unit getVariable [QGVAR(isHandcuffed), false]) then {
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["captive", []] call EFUNC(common,showHud); //same as showHud true;
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};
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};
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if !(_unit call EFUNC(common,isAwake)) exitWith {}; //don't touch animations if unconscious
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//if we are in "hands up" animationState, crack it now
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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} else {
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//Handles long animation chains
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[{
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params ["_args", "_pfID"];
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_args params ["_unit", "_maxTime"];
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
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if ((CBA_missionTime > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {!(_unit call EFUNC(common,isAwake))}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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};
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//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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}, 0, [_unit, (CBA_missionTime + 20)]] call CBA_fnc_addPerFrameHandler;
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};
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};
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//Global Event after changes:
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["ace_captiveStatusChanged", [_unit, _state, "SetSurrendered"]] call CBA_fnc_globalEvent;
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