ACE3/addons/common/functions/fnc_loadPersonLocal.sqf

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#include "..\script_component.hpp"
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/*
* Author: Glowbal
* Load a person, local
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*
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* Arguments:
* 0: unit to be loaded <OBJECT>
* 1: vehicle that will beloaded <OBJECT>
* 2: caller that will load <OBJECT>
* 3: preferred seats <ARRAY>
* 4: reverse fill <BOOL>
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*
* Return Value:
* None
*
* Example:
* [bob, car, kevin] call ace_common_fnc_loadPersonLocal
*
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* Public: Yes
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*/
params ["_unit", "_vehicle", ["_caller", objNull], ["_preferredSeats", []], ["_reverseFill", false]];
TRACE_5("loadPersonLocal",_unit,_vehicle,_caller,_preferredSeats,_reverseFill);
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private _slotsOpen = false;
if ((_vehicle emptyPositions "cargo" > 0) && {!(_unit getVariable ['ACE_isUnconscious', false]) || {(getNumber (configOf _vehicle >> "ejectDeadCargo")) == 0}}) then {
if (_preferredSeats isNotEqualTo []) then {
private _taken = [];
{
_taken pushBackUnique (_vehicle getCargoIndex _x);
} forEach crew _vehicle;
private _preferredSeats = _preferredSeats - _taken;
if (count _preferredSeats > 0) then {
_unit moveInCargo [_vehicle, _preferredSeats select 0];
TRACE_2("moveInCargo",_vehicle,_preferredSeats select 0);
_slotsOpen = true;
};
};
if (!_slotsOpen) then {
private _cargoSeats = fullCrew [_vehicle, "cargo", true];
// FFV cargo seats are empty cargo positions but are not returned by fullCrew "cargo"
if (_cargoSeats isEqualTo []) then {
_cargoSeats = (fullCrew [_vehicle, "turret", true]) select {_x select 4};
};
if (_reverseFill) then {
reverse _cargoSeats;
};
private _index = _cargoSeats findIf {isNull (_x select 0)};
_unit moveInCargo [_vehicle, (_cargoSeats select _index) select 2];
TRACE_2("moveInCargo",_vehicle,_index);
_slotsOpen = true;
};
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} else {
// Check if an empty turret is available
// This already excludes FFV seats, which count as cargo positions
private _turrets = fullCrew [_vehicle, "turret", true];
private _index = _turrets findIf {isNull (_x#0)};
if (_index >= 0) exitWith {
_unit moveInTurret [_vehicle, _turrets#_index#3];
TRACE_2("moveInTurret",_vehicle,_turrets#_index#3);
_slotsOpen = true;
};
// Check if the commander seat is available
if (_vehicle emptyPositions "commander" > 0) exitWith {
_unit moveInCommander _vehicle;
TRACE_1("moveInCommander",_vehicle);
_slotsOpen = true;
};
// Lastly, check if the gunner seat is available
if (_vehicle emptyPositions "gunner" > 0) exitWith {
_unit moveInGunner _vehicle;
_slotsOpen = true;
};
};
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if (!_slotsOpen) exitWith { WARNING_2("no open seats %1->%2",_unit,_vehicle); };
[{ // just for error reporting
params ["_unit", "_vehicle"];
(alive _unit) && {alive _vehicle} && {(vehicle _unit) == _vehicle}
}, {
params ["_unit", "_vehicle"];
TRACE_2("success",_unit,_vehicle);
}, [_unit, _vehicle], 2, {
params ["_unit", "_vehicle"];
if (!alive _unit) exitWith {};
WARNING_2("timeout %1->%2",_unit,_vehicle);
}] call CBA_fnc_waitUntilAndExecute;