mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e2ac18a05d
* 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
107 lines
3.9 KiB
Plaintext
107 lines
3.9 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: Nic547, commy2
|
|
* Handcuffs a unit.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
* 1: True to take captive, false to release captive <BOOL>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [bob, true] call ACE_captives_fnc_setHandcuffed;
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_unit","_state"];
|
|
TRACE_2("params",_unit,_state);
|
|
|
|
if (!local _unit) exitWith {
|
|
WARNING("running setHandcuffed on remote unit");
|
|
};
|
|
|
|
if !(missionNamespace getVariable [QGVAR(captivityEnabled), false]) exitWith {
|
|
// It's to soon to call this function, delay it
|
|
if (EGVAR(common,settingsInitFinished)) then {
|
|
// Settings are already initialized, but the small wait isn't over
|
|
[DFUNC(setHandCuffed), _this, 0.05] call CBA_fnc_waitAndExecute;
|
|
} else {
|
|
// Settings are not initialized yet
|
|
[DFUNC(setHandCuffed), _this] call EFUNC(common,runAfterSettingsInit);
|
|
};
|
|
};
|
|
|
|
if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
|
|
WARNING("setHandcuffed: current state same as new");
|
|
};
|
|
|
|
if (_state) then {
|
|
_unit setVariable [QGVAR(isHandcuffed), true, true];
|
|
[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
|
|
|
|
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
|
|
[_unit, false] call FUNC(setSurrendered);
|
|
};
|
|
|
|
//Set unit cargoIndex (will be -1 if dismounted)
|
|
_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
|
|
|
|
if (_unit == ACE_player) then {
|
|
["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
|
|
};
|
|
|
|
// fix anim on mission start (should work on dedicated servers)
|
|
[{
|
|
params ["_unit"];
|
|
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
|
|
|
|
if ((vehicle _unit) == _unit) then {
|
|
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
|
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
|
|
} else {
|
|
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
|
|
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
|
|
};
|
|
|
|
//Adds an animation changed eh
|
|
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
|
|
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
|
if (_animChangedEHID != -1) then {
|
|
TRACE_1("removing animChanged EH",_animChangedEHID);
|
|
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
|
};
|
|
_animChangedEHID = _unit addEventHandler ["AnimChanged", {call FUNC(handleAnimChangedHandcuffed)}];
|
|
TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
|
|
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
|
|
|
|
}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
|
|
} else {
|
|
_unit setVariable [QGVAR(isHandcuffed), false, true];
|
|
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
|
|
|
|
//remove AnimChanged EH
|
|
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
|
|
TRACE_1("removing animChanged EH",_animChangedEHID);
|
|
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
|
|
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
|
|
|
|
if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
|
|
//Break out of hands up animation loop
|
|
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
|
|
};
|
|
|
|
if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
|
|
_unit setVariable [QGVAR(CargoIndex), -1, true];
|
|
};
|
|
|
|
if (_unit == ACE_player) then {
|
|
["captive", []] call EFUNC(common,showHud); //same as showHud true;
|
|
};
|
|
};
|
|
|
|
//Global Event after changes:
|
|
["ace_captiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call CBA_fnc_globalEvent;
|