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b31abee4fd
* Use private keyword, move surface blacklist to script_component.hpp * Check height above terrain * Add Tanoa surfaces, Check if in water * Use 'dust' config entry to determine surface, Add common canDig (checks dustyness) * Re-enable compile cache * Revert to surface blacklist with dust as fallback * Move surface blacklist to script_component because SQF validator complains
57 lines
1.4 KiB
Plaintext
57 lines
1.4 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support
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* Confirms sandbag deployment
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*
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* Arguments:
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* 0: unit <OBJECT>
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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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* [ACE_player] call ace_sandbag_fnc_deployConfirm
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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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params ["_unit"];
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// enable running again
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[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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// remove sandbag from inventory
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_unit removeItem "ACE_Sandbag_empty";
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// delete placement dummy and create real sandbag
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[{
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if (isNull GVAR(sandBag)) exitWith {};
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params ["_unit"];
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private _position = getPosASL GVAR(sandBag);
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private _direction = getDir GVAR(sandBag);
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deleteVehicle GVAR(sandBag);
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private _sandBag = createVehicle ["ACE_SandbagObject", [0, 0, 0], [], 0, "NONE"];
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_sandBag setPosASL _position;
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_sandBag setDir _direction;
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GVAR(sandBag) = objNull;
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}, [_unit], 1] call CBA_fnc_waitAndExecute;
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// remove deployment pfh
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[GVAR(deployPFH)] call CBA_fnc_removePerFrameHandler;
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GVAR(deployPFH) = -1;
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// remove mouse button actions
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call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", _unit getVariable [QGVAR(Deploy), -1]] call EFUNC(common,removeActionEventHandler);
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// play animation
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_unit setVariable [QGVAR(isDeploying), false, true];
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