client/addons/task/functions/fnc_heartBeat.sqf
Jacob Schmidt d474b3676a
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Refactor: Standardize function descriptions and variable handling
This commit refactors several client-side functions to improve code consistency and readability.

- Standardizes function descriptions by removing redundant "Function: forge_client..." prefixes and "[Description]" sections, focusing on concise descriptions of the function's purpose.
- Updates variable handling in arsenal functions to use GVAR and EGVARS for default values, improving consistency and reducing code duplication.
- Removes the bank init function as it is no longer needed.
- Adds a done variable to the preinit file.
2025-05-25 11:30:26 -05:00

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#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Registers Entity and starts heartbeat
*
* Arguments:
* 0: The entity <OBJECT>
* 1: Type of the entity <STRING>
* 2: The countdown timer <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_entity, "entity_type", 30] spawn FUNC(heartBeat);
*
* Public: Yes
*/
params [["_entity", nil, [objNull, 0, [], sideUnknown, grpNull, ""]], ["_typeOf", "", [""]], ["_time", 0, [0]]];
private _nearPlayers = [];
switch (_typeOf) do {
case "hostage": {
_entity setCaptive true;
_entity enableAIFeature ["MOVE", false];
_entity playMove "acts_executionvictim_loop";
waitUntil {
sleep 1;
_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
count _nearPlayers > 0
};
private _nearPlayer = _nearPlayers select 0;
[_entity] joinSilent (group _nearPlayer);
_entity setCaptive false;
_entity enableAIFeature ["MOVE", true];
_entity playMove "acts_executionvictim_unbow";
};
case "hvt": {
waitUntil {
sleep 1;
_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
count _nearPlayers > 0
};
_entity setCaptive true;
doStop _entity;
};
case "ied": {
while { alive _entity && _time > 0} do {
if (_time > 10) then { _entity say3D "FORGE_timerBeep" };
if (_time <= 10 && _time > 5) then { _entity say3D "FORGE_timerBeepShort" };
if (_time <= 5) then { _entity say3D "FORGE_timerEnd" };
if (_time <= 0) exitWith { _entity setDamage 1 };
_time = _time -1;
sleep 1;
};
if (alive _entity && _time <= 0) then { _entity setDamage 1 };
};
};