ACE3/addons/cargo/functions/fnc_unloadItem.sqf

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#include "..\script_component.hpp"
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/*
* Author: Glowbal, ViperMaul
* Unloads an object from a vehicle.
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*
* Arguments:
* 0: Item to be unloaded <STRING> or <OBJECT> (default: "")
* 1: Holder object (vehicle) <OBJECT> (default: objNull)
* 2: Unloader <OBJECT> (default: objNull)
* 3: Deploy parameters <ARRAY> (default: [])
* - 0: Position AGL <ARRAY>
* - 1: Direction <NUMBER>
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*
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* Return Value:
* Object unloaded <BOOL>
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*
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* Example:
* ["ACE_Wheel", cursorObject] call ace_cargo_fnc_unloadItem
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*
* Public: Yes
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*/
params [["_item", "", [objNull, ""]], ["_vehicle", objNull, [objNull]], ["_unloader", objNull, [objNull]], ["_deploy", []]];
_deploy params ["_emptyPosAGL", "_direction"];
TRACE_4("params",_item,_vehicle,_unloader,_deploy);
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// Get config sensitive case name
if (_item isEqualType "") then {
_item = _item call EFUNC(common,getConfigName);
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};
// Check if item is actually part of cargo
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private _loaded = _vehicle getVariable [QGVAR(loaded), []];
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if !(_item in _loaded) exitWith {
ERROR_3("Tried to unload item [%1] not in vehicle[%2] cargo[%3]",_item,_vehicle,_loaded);
false // return
};
// Check if item can be unloaded
private _itemSize = _item call FUNC(getSizeItem);
if (_itemSize < 0) exitWith {
false // return
};
private _deployed = _deploy isNotEqualTo [];
if (!_deployed) then {
// This covers testing vehicle stability and finding a safe position
for "_i" from 1 to 3 do {
_emptyPosAGL = [_vehicle, _item, _unloader] call EFUNC(common,findUnloadPosition);
if (_emptyPosAGL isNotEqualTo []) exitWith {};
};
TRACE_1("findUnloadPosition",_emptyPosAGL);
};
if (_emptyPosAGL isEqualTo []) exitWith {
// Display text saying there are no safe places to exit the vehicle
if (!isNull _unloader && {_unloader == ACE_player}) then {
[ELSTRING(common,NoRoomToUnload)] call EFUNC(common,displayTextStructured);
};
false // return
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};
// Unload item from cargo
_loaded deleteAt (_loaded find _item);
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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// Update cargo space remaining
private _cargoSpace = _vehicle call FUNC(getCargoSpaceLeft);
_vehicle setVariable [QGVAR(space), _cargoSpace + _itemSize, true];
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private _object = _item;
if (_object isEqualType objNull) then {
detach _object;
// If player unloads via deployment, set direction first, then unload
if (_deployed) then {
[QGVAR(setDirAndUnload), [_object, _emptyPosAGL, _direction], _object] call CBA_fnc_targetEvent;
} else {
[QGVAR(serverUnload), [_object, _emptyPosAGL]] call CBA_fnc_serverEvent;
};
if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
// Get which curators had this object as editable
private _objectCurators = _object getVariable [QGVAR(objectCurators), []];
if (_objectCurators isEqualTo []) exitWith {};
[QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent;
};
// Reenable UAV crew
private _UAVCrew = _object getVariable [QGVAR(isUAV), []];
if (_UAVCrew isNotEqualTo []) then {
// Reenable AI
{
[_x, false] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_object setVariable [QGVAR(isUAV), nil, true];
};
} else {
_object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];
// If player unloads via deployment, set direction. Must happen before setPosASL command according to wiki
if (_deployed) then {
_object setDir _direction;
};
_object setPosASL (AGLtoASL _emptyPosAGL);
[QEGVAR(common,fixCollision), _object] call CBA_fnc_localEvent;
[QEGVAR(common,fixPosition), _object] call CBA_fnc_localEvent;
};
// Dragging integration
if (!_deployed) then {
[_unloader, _object] call FUNC(unloadCarryItem);
};
// Invoke listenable event
["ace_cargoUnloaded", [_object, _vehicle, "unload"]] call CBA_fnc_globalEvent;
true // return