
All checks were successful
Build / Build (push) Successful in 28s
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.
68 lines
1.6 KiB
Plaintext
68 lines
1.6 KiB
Plaintext
#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 };
|
|
};
|
|
}; |