ACE3/addons/common/functions/fnc_loadPersonLocal.sqf

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/**
* fn_loadPersonLocal_f.sqf
* @Descr: Load a person, local
* @Author: Glowbal
*
* @Arguments: [unit OBJECT, vehicle OBJECT, caller OBJECT]
* @Return: void
* @PublicAPI: false
*/
#include "script_component.hpp"
private ["_unit","_vehicle","_caller","_handle","_loaded","_slotsOpen"];
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_unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param;
_slotsOpen = false;
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if (!alive _unit) then {
_unit = [_unit,_caller] call FUNC(makeCopyOfBody);
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};
if (_vehicle emptyPositions "cargo" > 0) then {
_unit moveInCargo _vehicle;
_slotsOpen = true;
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} else {
if (_vehicle emptyPositions "gunner" > 0) then {
_unit moveInGunner _vehicle;
_slotsOpen = true;
};
};
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if (_slotsOpen) then {
_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded pushback _unit;
_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
if (!([_unit] call FUNC(isAwake))) then {
_handle = [_unit,_vehicle] spawn {
private ["_unit","_vehicle"];
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle};
sleep 0.5;
//Save the "awake" animation before applying the death animation
if (vehicle _unit == _vehicle) then {
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
};
} else {
if ([_unit] call FUNC(isArrested)) then {
};
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};
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};