2015-01-16 23:21:47 +00:00
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/**
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* fn_loadPersonLocal_f.sqf
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* @Descr: Load a person, local
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* @Author: Glowbal
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*
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* @Arguments: [unit OBJECT, vehicle OBJECT, caller OBJECT]
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* @Return: void
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* @PublicAPI: false
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*/
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#include "script_component.hpp"
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private ["_unit","_vehicle","_caller","_handle","_loaded"];
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_unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param;
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if (!alive _unit) then {
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2015-02-14 19:29:07 +00:00
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_unit = [_unit,_caller] call FUNC(makeCopyOfBody);
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2015-01-16 23:21:47 +00:00
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};
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_unit moveInCargo _vehicle;
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2015-02-14 19:29:07 +00:00
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_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
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2015-01-16 23:21:47 +00:00
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_loaded pushback _unit;
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2015-02-14 19:29:07 +00:00
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_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
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2015-01-16 23:21:47 +00:00
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if (!([_unit] call FUNC(isAwake))) then {
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2015-01-18 19:09:19 +00:00
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_handle = [_unit,_vehicle] spawn {
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private ["_unit","_vehicle"];
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_unit = _this select 0;
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_vehicle = _this select 1;
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waituntil {vehicle _unit == _vehicle};
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sleep 0.5;
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2015-05-01 17:12:13 +00:00
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//Save the "awake" animation before applying the death animation
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if (vehicle _unit == _vehicle) then {
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_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
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};
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2015-05-01 17:58:56 +00:00
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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2015-01-18 19:09:19 +00:00
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};
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2015-01-16 23:21:47 +00:00
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} else {
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2015-01-18 19:09:19 +00:00
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if ([_unit] call FUNC(isArrested)) then {
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2015-01-16 23:21:47 +00:00
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2015-01-18 19:09:19 +00:00
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};
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2015-01-16 23:21:47 +00:00
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};
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