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34 lines
1.1 KiB
Plaintext
34 lines
1.1 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Checks whether the unit should preform landing.
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*
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* Arguments:
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* None
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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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* call ACE_Parachute_fnc_onEachFrame;
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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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private "_player";
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_player = ACE_player;
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if (!GVAR(PFH)) exitWith {[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);};
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if (isNull _player) exitWith {[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);GVAR(PFH) = false;};
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if !((vehicle _player) isKindOf "ParachuteBase") exitWith {[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);GVAR(PFH) = false;};
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if (isTouchingGround _player) exitWith {[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);GVAR(PFH) = false;};
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private ["_pos"];
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_pos = getPosASL (vehicle _player);
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if ((lineIntersects [_pos, _pos vectorAdd [0,0,-0.5], vehicle _player, _player]) || {((ASLtoATL _pos) select 2) < 0.75}) then {
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[(_this select 1)] call CALLSTACK(CBA_fnc_removePerFrameHandler);
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GVAR(PFH) = false;
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// I believe this will not work for Zeus units.
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deleteVehicle (vehicle _player);
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[_player] call FUNC(doLanding);
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};
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