mirror of
https://github.com/acemod/ACE3.git
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116 lines
4.4 KiB
Plaintext
116 lines
4.4 KiB
Plaintext
/*
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* Author: Nic547, commy2
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* Handcuffs a unit.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: True to take captive, false to release captive <BOOL>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [bob, true] call ACE_captives_fnc_setHandcuffed;
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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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params ["_unit","_state"];
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TRACE_2("params",_unit,_state);
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if (!local _unit) exitwith {
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ERROR("running setHandcuffed on remote unit");
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};
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if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
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ERROR("setHandcuffed: current state same as new");
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};
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if (_state) then {
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
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};
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//Set unit cargoIndex (will be -1 if dismounted)
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
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if (_unit == ACE_player) then {
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showHUD false;
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};
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// fix anim on mission start (should work on dedicated servers)
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[{
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params ["_unit"];
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
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if ((vehicle _unit) == _unit) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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} else {
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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if (_animChangedEHID != -1) then {
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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};
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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params ["_unit", "_newAnimation"];
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TRACE_2("AnimChanged",_unit,_newAnimation);
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if (_unit == (vehicle _unit)) then {
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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TRACE_1("Handcuff animation interrupted",_newAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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} else {
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_turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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} forEach (fullCrew (vehicle _unit));
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TRACE_1("turret Path",_turretPath);
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if (_turretPath isEqualTo []) exitWith {};
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TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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}];
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TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
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_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
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}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
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local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(handcuffAnimEHID), -1];
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if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
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_unit setVariable [QGVAR(CargoIndex), -1, true];
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};
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if (_unit == ACE_player) then {
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showHUD true;
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};
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};
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//Global Event after changes:
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["CaptiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call EFUNC(common,globalEvent);
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