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288f956316
* Fixed glassdoor Fixed so glassdoor now works with ace slow open. * Made it more pretty with new file Made it more pretty with new file * Tidy up a bit * Removed white space * Replace tabs with spaces Replace tabs with spaces * Simplified and added comments * Changes + was stupid was commit Changes to go with code guidlines and extra check if door is empty * Tabs to spaces * Small fixes + Fixed so CUP houses now works Fixed so CUP houses now works * Remove todo * Fixed requested changes * Removed whitespaces
71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
/*
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* Author: commy2
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* Open door.
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*
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* Arguments:
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* 0: House <OBJECT>
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* 1: Door <STRING>
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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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* [house, "door"] call ace_interaction_fnc_openDoor
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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 _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
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_info params ["_house", "_door"];
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if (isNull _house) exitWith {};
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private _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
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_getDoorAnimations params ["_animations", "_lockedVariable"];
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if (_animations isEqualTo []) exitWith {};
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//Check if the door can be locked aka have locked variable, otherwhise cant lock it
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if (!(isNil (_lockedVariable select 0))) then {
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if ((_house animationPhase (_animations select 0) <= 0) && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
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_lockedVariable set [0, _house];
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_lockedVariable call BIS_fnc_LockedDoorOpen;
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};
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};
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playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
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GVAR(doorTargetPhase) = _house animationPhase (_animations select 0);
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GVAR(isOpeningDoor) = true;
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GVAR(usedScrollWheel) = false;
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[{
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(_this select 0) params ["_house", "_animations", "_position", "_time", "_frame"];
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if !(GVAR(isOpeningDoor)) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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// didn't use incremental opening. Just do animation normally.
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if !(GVAR(usedScrollWheel)) then {
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private _phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
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{_house animate [_x, _phase]; false} count _animations;
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};
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};
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// check if player moved too far away
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if (getPosASL ACE_player distance _position > 1) exitWith {
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GVAR(isOpeningDoor) = false;
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};
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// this allows for holding the door in it's current state.
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if (CBA_missionTime > _time && {diag_frameno > _frame}) then {
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GVAR(usedScrollWheel) = true;
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};
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// do incremental door opening
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{_house animate [_x, GVAR(doorTargetPhase)]; false} count _animations;
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}, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2]] call CBA_fnc_addPerFrameHandler;
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