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1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
110 lines
4.2 KiB
Plaintext
110 lines
4.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Nic547, commy2
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* Handcuffs a unit.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: True to take captive, false to release captive <BOOL>
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* 2: Caller <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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* [bob, true, dave] call ACE_captives_fnc_setHandcuffed;
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*
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* Public: No
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*/
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params ["_unit", "_state", ["_caller", objNull]];
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TRACE_3("params",_unit,_state,_caller);
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if (!local _unit) exitWith {
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WARNING("running setHandcuffed 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(setHandCuffed), _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(setHandCuffed), _this] call EFUNC(common,runAfterSettingsInit);
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};
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};
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if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
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WARNING("setHandcuffed: current state same as new");
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};
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if (_state) then {
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
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};
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//Set unit cargoIndex (will be -1 if dismounted)
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
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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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// 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(isHandcuffed), false]) exitWith {};
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if ((vehicle _unit) == _unit) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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} else {
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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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(handcuffAnimEHID), -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(handleAnimChangedHandcuffed)}];
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TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
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_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
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}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockRadio", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
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//remove AnimChanged EH
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private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(handcuffAnimEHID), -1];
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if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
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_unit setVariable [QGVAR(CargoIndex), -1, true];
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};
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if (_unit == ACE_player) 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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//Global Event after changes:
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["ace_captiveStatusChanged", [_unit, _state, "SetHandcuffed", _caller]] call CBA_fnc_globalEvent;
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