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5e396a3793
This reverts commit 4d1a5194ea
.
69 lines
2.2 KiB
Plaintext
69 lines
2.2 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Starts defusing an explosive
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target explosive <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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private ["_actionToPlay", "_defuseTime", "_isEOD"];
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_target = attachedTo (_target);
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_fnc_DefuseTime = {
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params ["_specialist", "_target"];
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TRACE_2("defuseTime",_specialist,_target);
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private ["_defuseTime"];
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_defuseTime = 5;
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if (isNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> QGVAR(DefuseTime))) then {
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_defuseTime = getNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> QGVAR(DefuseTime));
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};
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if (!_specialist && {GVAR(PunishNonSpecialists)}) then {
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_defuseTime = _defuseTime * 1.5;
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};
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_defuseTime
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};
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_actionToPlay = "MedicOther";
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if (STANCE _unit == "Prone") then {
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_actionToPlay = "PutDown";
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};
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if (ACE_player != _unit) then {
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// If the unit is a player, call the function on the player.
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if (isPlayer _unit) then {
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[QGVAR(startDefuse), [_unit, _target], _unit] call CBA_fnc_targetEvent;
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} else {
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
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_unit disableAI "MOVE";
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_unit disableAI "TARGET";
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_defuseTime = [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime;
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[{
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params ["_unit", "_target"];
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TRACE_2("defuse finished",_unit,_target);
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[_unit, _target] call FUNC(defuseExplosive);
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_unit enableAI "MOVE";
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_unit enableAI "TARGET";
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}, [_unit, _target], _defuseTime] call CBA_fnc_waitAndExecute;
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};
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} else {
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
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_isEOD = [_unit] call EFUNC(Common,isEOD);
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_defuseTime = [_isEOD, _target] call _fnc_DefuseTime;
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if (_isEOD || {!GVAR(RequireSpecialist)}) then {
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[_defuseTime, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize LSTRING(DefusingExplosive)), {true}, ["isNotSwimming"]] call EFUNC(common,progressBar);
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};
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};
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