ACE3/addons/medical/functions/fnc_copyDeadBody.sqf

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/*
* Author: Glowbal
* Makes a copy of a dead body. For handling dead bodies for actions such as load and carry.
*
* Arguments:
* 0: The oldbody <OBJECT>
* 1: The caller <OBJECT>
*
* Return Value:
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* Returns the copy of the unit. If no copy could be made, returns the oldBody <OBJECT>
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*
* Example:
* [bob, kevin] call ACE_medical_fnc_copyDeadBody
*
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* Public: No
*/
#include "script_component.hpp"
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private ["_newUnit", "_class", "_group", "_position", "_side", "_name"];
params ["_oldBody", "_caller"];
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if (alive _oldBody) exitWith {_oldBody}; // we only want to do this for dead bodies
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_name = _oldBody getVariable ["ACE_name", "unknown"];
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_class = typeOf _oldBody;
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_side = side _caller;
_group = createGroup _side;
_position = getPos _oldBody;
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_newUnit = _group createUnit [typeOf _oldBody, _position, [], 0, "NONE"];
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_newUnit setVariable ["ACE_name", _name, true];
_newUnit disableAI "TARGET";
_newUnit disableAI "AUTOTARGET";
_newUnit disableAI "MOVE";
_newUnit disableAI "ANIM";
_newUnit disableAI "FSM";
removeallweapons _newUnit;
removeallassigneditems _newUnit;
removeUniform _newUnit;
removeHeadgear _newUnit;
removeBackpack _newUnit;
removeVest _newUnit;
_newUnit addHeadgear (headgear _oldBody);
_newUnit addBackpack (backpack _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
_newUnit addVest (vest _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
_newUnit addUniform (uniform _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
{_newUnit addMagazine _x} count (magazines _oldBody);
{_newUnit addWeapon _x} count (weapons _oldBody);
{_newUnit addItem _x} count (items _oldBody);
_newUnit selectWeapon (primaryWeapon _newUnit);
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// We are attaching the old unit and hiding it, so we can keep the original unit until later.
_oldBody attachTo [_newUnit, [0,0,0]];
if (isMultiplayer) then {
hideObjectGlobal _oldBody;
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} else {
hideObject _oldBody;
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};
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_newUnit setVariable [QGVAR(copyOfUnit), _oldBody, true];
_oldBody setVariable [QGVAR(hasCopy), _newUnit, true];
_newUnit setVariable ["ACE_isDead", true, true];
_newUnit setVariable ["ACE_isUnconscious", true, true];
_newUnit setVariable [QGVAR(disableInteraction), true, true];
_oldBody setVariable [QGVAR(disableInteraction), true, true];
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[_newUnit, 0.89] call FUNC(setStructuralDamage);
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_newUnit;