mirror of
https://github.com/acemod/ACE3.git
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a3aef6a066
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
109 lines
3.7 KiB
Plaintext
109 lines
3.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Jonpas, vabene1111
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* Sits down the player.
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*
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* Arguments:
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* 0: Seat <OBJECT>
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* 1: Player <OBJECT>
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* 2: Seat Position <NUMBER> (default: 0)
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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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* [cursorObject, player] call ace_sitting_fnc_sit
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* [cursorObject, player, 0] call ace_sitting_fnc_sit
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*
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* Public: No
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*/
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params ["_seat", "_player", ["_seatPos", 0]];
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TRACE_3("sit",_seat,_player,_seatPos);
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// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
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_player switchMove "amovpknlmstpsraswrfldnon";
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// Add scroll-wheel action to release object
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private _actionID = _player addAction [
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format ["<t color='#FFFF00'>%1</t>", LLSTRING(Stand)],
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QUOTE((_this select 0) call FUNC(stand)),
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nil,
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20,
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false,
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true,
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"GetOut",
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QUOTE(_this call FUNC(canStand))
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];
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// Read config
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private _configFile = configOf _seat;
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private _sitDirection = (getDir _seat) + (_seat getVariable [QXGVAR(sitDirection), getNumber (_configFile >> QXGVAR(sitDirection))]);
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private _sitPositionAll = _seat getVariable [QXGVAR(sitPosition), getArray (_configFile >> QXGVAR(sitPosition))];
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private _multiSitting = (_sitPositionAll select 0) isEqualType [];
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private _sitPosition = _sitPositionAll;
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if (_multiSitting) then {
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_sitPosition = _sitPosition select _seatPos;
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};
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// Get random animation and perform it (before moving player to ensure correct placement)
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[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
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[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
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TRACE_2("Sit pos and dir",_sitPosition,_sitDirection);
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// Set direction and position
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_player setDir _sitDirection;
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//modelToWorld returns AGL
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_player setPosASL (AGLtoASL (_seat modelToWorld _sitPosition));
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// Set variables, save seat object on player
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_player setVariable [QGVAR(sittingStatus), [_seat, _actionID, _seatPos]];
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// Prevent multiple people sitting on one seat
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private _seatsClaimed = _seat getVariable [QGVAR(seatsClaimed), []];
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// Initialize claimed seats if first time sitting on it
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if (_seatsClaimed isEqualTo []) then {
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if (_multiSitting) then {
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for "_i" from 0 to ((count _sitPositionAll) - 1) do {
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_seatsClaimed pushBack (_i == _seatPos);
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};
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} else {
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_seatsClaimed = [true];
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};
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} else {
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_seatsClaimed set [_seatPos, true];
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};
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_seat setVariable [QGVAR(seatsClaimed), _seatsClaimed, true];
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// Also prevent dragging/carrying
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if (!([_seat] call EFUNC(common,owned))) then {
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[_player, _seat] call EFUNC(common,claim);
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};
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// Add automatical stand PFH in case of interruptions
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private _seatPosOrig = getPosASL _seat;
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private _seatDistOrig = (getPosASL _player) distance _seat;
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[{
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params ["_args", "_pfhId"];
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_args params ["_player", "_seat", "_seatPosOrig", "_seatDistOrig"];
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// Remove PFH if not sitting any more
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if (isNil {_player getVariable QGVAR(sittingStatus)}) exitWith {
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[_pfhId] call CBA_fnc_removePerFrameHandler;
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TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(sittingStatus),false)]);
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};
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// Stand up if chair gets deleted or moved
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if (isNull _seat ||
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{getPosASL _player distance _seatPosOrig > _seatDistOrig + 0.5} ||
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{((getPosASL _seat) vectorDistance _seatPosOrig) > 0.01}
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) exitWith {
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_player call FUNC(stand);
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TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
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};
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}, 0, [_player, _seat, _seatPosOrig, _seatDistOrig]] call CBA_fnc_addPerFrameHandler;
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["ace_satDown", [_player, _seat, _seatPos]] call CBA_fnc_localEvent;
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