ACE3/addons/medical/functions/fnc_actionPlaceInBodyBag.sqf

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/*
* Author: Glowbal
* Replace a (dead) body by a body bag
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*
* Arguments:
* 0: The actor <OBJECT>
* 1: The patient <OBJECT>
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*
* Return Value:
* body bag (will return objNull when run where target is not local) <OBJECT>
*
* Example:
* [player, cursorTarget] call ace_medical_fnc_actionPlaceInBodyBag
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*
* Public: Yes
*/
#include "script_component.hpp"
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params ["_caller", "_target"];
TRACE_2("params",_caller,_target);
if (!local _target) exitWith {
TRACE_1("running where local",local _target);
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[QGVAR(actionPlaceInBodyBag), [_caller, _target], [_target]] call CBA_fnc_targetEvent;
objNull
};
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if (alive _target) then {
TRACE_1("manually killing with setDead",_target);
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[_target, true] call FUNC(setDead);
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};
private _position = (getPosASL _target) vectorAdd [0, 0, 0.2];
private _headPos = _target modelToWorldVisual (_target selectionPosition "head");
private _spinePos = _target modelToWorldVisual (_target selectionPosition "Spine3");
private _dirVect = _headPos vectorFromTo _spinePos;
private _direction = _dirVect call CBA_fnc_vectDir;
//move the body away now, so it won't physX the bodyBag object (this setPos seems to need to be called where object is local)
_target setPosASL [-5000, -5000, 0];
private _bodyBag = createVehicle ["ACE_bodyBagObject", _position, [], 0, "NONE"];
// prevent body bag from flipping
_bodyBag setPosASL _position;
_bodyBag setDir _direction;
["ace_placedInBodyBag", [_target, _bodyBag]] call CBA_fnc_globalEvent; //hide and delete body on server
_bodyBag