ACE3/addons/refuel/functions/fnc_takeNozzle.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: GitHawk
* Take a fuel nozzle either from a fuel truck/station or from the ground.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Fuel Source or Nozzle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorObject] call ace_refuel_fnc_takeNozzle
*
* Public: No
*/
params [
["_unit", objNull, [objNull]],
["_object", objNull, [objNull]]
];
[
TIME_PROGRESSBAR(REFUEL_PROGRESS_DURATION),
[_unit, _object],
{
params ["_args"];
_args params ["_unit", "_object"];
if !([_unit, _object] call FUNC(canTakeNozzle)) exitWith {};
private _source = _object;
private _nozzle = _object;
if (typeOf _object isEqualTo QGVAR(fuelNozzle) || {_object getVariable [QGVAR(jerryCan), false]}) then { // func is called on muzzle either connected or on ground
_source = _nozzle getVariable QGVAR(source);
if (_nozzle getVariable [QGVAR(jerryCan), false]) then {
_nozzle attachTo [_unit, [0,1,0], "pelvis"];
} else {
_nozzle attachTo [_unit, [-0.02,0.05,-0.12], "righthandmiddle1"];
};
} else { // func is called on fuel truck
_nozzle = QGVAR(fuelNozzle) createVehicle [0,0,0];
_nozzle attachTo [_unit, [-0.02,0.05,-0.12], "righthandmiddle1"];
private _ropeTarget = _source;
if !(_source isKindOf "AllVehicles") then {
private _helper = QGVAR(helper) createVehicle [0,0,0];
[QEGVAR(common,hideObjectGlobal), [_helper, true]] call CBA_fnc_serverEvent;
if ((getText (configFile >> "CfgVehicles" >> typeOf _source >> "simulation")) isEqualTo "thingX") then {
_helper attachTo [_source, [0,0,0]];
} else {
_helper setPosWorld (getPosWorld _source);
_helper setDir (getDir _source);
_helper setVectorUp (vectorUp _source);
};
_nozzle setVariable [QGVAR(helper), _helper, true];
_ropeTarget = _helper;
};
private _attachPos = _source getVariable [QGVAR(hooks), getArray (configFile >> "CfgVehicles" >> typeOf _source >> QGVAR(hooks))];
if (_attachPos isEqualTo []) then {
_attachPos = [[0,0,0]];
};
if (count _attachPos == 1) then {
_attachPos = _attachPos select 0;
} else {
// select closest hook
private _hookDistances = _attachPos apply {_unit distance (_source modelToWorld _x)};
_attachPos = _attachPos select (_hookDistances find selectMin _hookDistances);
};
private _hoseLength = _source getVariable [QGVAR(hoseLength), GVAR(hoseLength)];
private _rope = ropeCreate [_ropeTarget, _attachPos, _nozzle, [0, -0.20, 0.12], _hoseLength];
_nozzle setVariable [QGVAR(rope), _rope, true];
_nozzle setVariable [QGVAR(attachPos), _attachPos, true];
_nozzle setVariable [QGVAR(source), _source, true];
[_source, "blockEngine", "ACE_Refuel", true] call EFUNC(common,statusEffect_set);
_source setVariable [QGVAR(isConnected), true, true];
_source setVariable [QGVAR(ownedNozzle), _nozzle, true];
};
_unit setVariable [QGVAR(nozzle), _nozzle, true];
_unit setVariable [QGVAR(isRefueling), true];
// holster weapon
_unit setVariable [QGVAR(selectedWeaponOnRefuel), currentWeapon _unit];
_unit call EFUNC(common,fixLoweredRifleAnimation);
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "forceWalk", "ACE_refuel", true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_refuel", true] call EFUNC(common,statusEffect_set);
[_unit, _nozzle] call FUNC(startNozzleInHandsPFH);
},
{},
localize LSTRING(TakeNozzleAction),
{true},
[INTERACT_EXCEPTIONS_REFUELING]
] call EFUNC(common,progressBar);