ACE3/addons/overheating/functions/fnc_checkSpareBarrelsTemperatures.sqf
esteldunedain 18f09b9310 Rename events:
- ace_addedHeartRateAdjustment -> ace_heartRateAdjustmentAdded
- ace_cargoAddedByClass -> ace_cargoByClassAdded
- ace_enteredCardiacArrest -> ace_cardiacArrestEntered
- ace_itemAddedToTriageCard -> ace_triageCardItemAdded
- ace_reload_linkedAmmo ->  ace_reload_ammoLinked
- ace_reload_returnedAmmo -> ace_reload_ammoReturned
- ace_treatmentSuccess ->  ace_treatmentSucceded
- ace_common_engineOn -> ace_common_setEngine
- ace_explosives_clientRequestOrientations -> ace_explosives_requestOrientations
- ace_explosives_serverSendOrientations -> ace_explosives_sendOrientations
- ace_interaction_lampTurnOff -> ace_interaction_setLampOff
- ace_interaction_lampTurnOn -> ace_interaction_setLampOn
- ace_overheating_spareBarrelsLoadCoolest -> ace_overheating_loadCoolestSpareBarrel
- ace_overheating_spareBarrelsSendTemperatureHint -> ace_overheating_sendSpareBarrelTemperatureHint
Close #3533
2016-06-24 10:45:13 -03:00

39 lines
912 B
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/*
* Author: esteldunedain
* Make the player check the temperature of his spare barrels
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* None
*
*
* Public: No
*/
#include "script_component.hpp"
params ["_player"];
// Check canInteractWith:
if (!([_player, objNull, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith))) exitWith {};
// Make the unit go kneeling
[_player] call EFUNC(common,goKneeling);
// Spawn a progress bar
[
5.0,
[_player],
{
params ["_args", "_elapsedTime", "_totalTime", "_errorCode"];
_args params ["_player"];
// Time has enlapsed, ask the server to send the hint
[QGVAR(sendSpareBarrelTemperatureHint), [_player, _player]] call CBA_fnc_serverEvent;
},
{},
(localize LSTRING(CheckingSpareBarrelsTemperatures)),
{true},
["isNotInside", "isNotSitting"]
] call EFUNC(common,progressBar);