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69 lines
2.1 KiB
Plaintext
69 lines
2.1 KiB
Plaintext
/*
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Name: ACE_Explosives_fnc_StartDefuse
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Author: Garth de Wet (LH)
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Description:
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Starts defusing an explosive
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Parameters:
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0: OBJECT - Unit to defuse explosive
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1: OBJECT - Target explosive
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Returns:
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Nothing
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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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#include "\z\ace\explosives\script_component.hpp"
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private ["_unit","_target"];
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_unit = _this select 0;
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_target = _this select 1;
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_fnc_DefuseTime = {
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_target = _this select 1;
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_defuseTime = 5;
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if (isNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime")) then {
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_defuseTime = getNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime");
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};
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if (!(_this select 0) && {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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[[_unit, _target], QUOTE(FUNC(startDefuse)), _unit] call EFUNC(Core,execRemoteFnc);
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} else {
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// TODO: use scheduled delay execution
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[_unit, _target, [[_unit] call EFUNC(Core,isEOD), _target] call _fnc_DefuseTime] spawn {
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(_this select 0) playActionNow _actionToPlay;
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(_this select 0) disableAI "MOVE";
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(_this select 0) disableAI "TARGET";
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sleep (_this select 2);
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[(_this select 0), (_this select 1)] call Func(defuseExplosive);
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(_this select 0) enableAI "MOVE";
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(_this select 0) enableAI "TARGET";
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};
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};
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} else {
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_unit playActionNow _actionToPlay;
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if (GVAR(RequireSpecialist)) then {
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if ([_unit] call EFUNC(Core,isEOD)) then {
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[[true, _target] call _fnc_DefuseTime, [_unit,_target],
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QUOTE(FUNC(defuseExplosive)), localize "STR_ACE_Explosives_DefusingExplosive"] call EFUNC(Core,progressBar);
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};
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} else {
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[[([_unit] call EFUNC(Core,isEOD)), _target] call _fnc_DefuseTime, [_unit,_target],
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QUOTE(FUNC(defuseExplosive)), localize "STR_ACE_Explosives_DefusingExplosive"] call EFUNC(Core,progressBar);
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};
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};
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