ACE3/addons/parachute/functions/fnc_handleReserve.sqf
SilentSpike ec09c2beda Remove parachute landing animation (#5794)
* Remove parachute landing animation

The vanilla animation has since been reworked and is an improvement.

* Optimise altimeter code

* Fix reserve chute handling and cutting action

* Fix cut parachute action

* Fix cut parachute action further

- Prevent potential for action to be present when reserve is not
available
- Move cut parachute action to the parachute self actions rather than
the player's

* Revert number to string conversion
2017-12-02 11:02:16 -06:00

43 lines
1.3 KiB
Plaintext

/*
* Author: joko, Jonas, SilentSpike
* Cache reserve parachute on player unit when their inventory changes and add it when they open their parachute
*
* Arguments:
* None
*
* Return Value:
* 0: Unit <OBJECT>
*
* Example:
* [player] call ace_parachute_fnc_handleReserve
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
private _backpack = backpack _unit;
if (
_backpack == "" &&
{(vehicle _unit) isKindOf "ParachuteBase"} &&
{GETVAR(_unit,GVAR(hasReserve),false)}
) then {
// Case where unit has just opened parachute and reserve should be added
_unit addBackpackGlobal (GETVAR(_unit,GVAR(backpackClass),"ACE_NonSteerableReserveParachute"));
SETVAR(vehicle _unit,GVAR(canCut),true); // Mark the parachute cuttable since reserve is present
} else {
// Case where inventory has changed otherwise (including when reserve is added)
private _backpackCfg = configFile >> "CfgVehicles" >> _backpack;
private _hasReserve = getNumber (_backpackCfg >> "ace_hasReserveParachute") == 1;
// Cache reserve parachute state and class when backpack changes
SETVAR(_unit,GVAR(hasReserve),_hasReserve);
if (_hasReserve) then {
SETVAR(_unit,GVAR(backpackClass),getText (_backpackCfg >> "ace_reserveParachute"));
} else {
SETVAR(_unit,GVAR(backpackClass),"");
};
};