ACE3/addons/common/functions/fnc_unloadPerson_f.sqf

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/**
* fn_unloadPerson_f.sqf
* @Descr: Unload a person from a vehicle
* @Author: Glowbal
*
* @Arguments: [caller OBJECT, unit OBJECT]
* @Return: BOOL Returns true if succesfully unloaded person
* @PublicAPI: true
*/
#include "script_component.hpp"
#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson_F))
private ["_caller", "_unit","_vehicle", "_loaded"];
_caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = vehicle _unit;
if (_vehicle == _unit) exitwith {false;};
if !(speed _vehicle <1 && (((getpos _vehicle) select 2) < 2)) exitwith {false;};
if (!([_caller] call FUNC(isAwake))) exitwith{false;};
moveOut _unit;
unassignVehicle _unit;
if (!alive _unit) then {
_unit action ["Eject", vehicle _unit];
};
[_unit, false, GROUP_SWITCH_ID, side group _caller] call FUNC(switchToGroupSide_f);
_loaded = _vehicle getvariable [QGVAR(loaded_persons_F),[]];
_loaded = _loaded - [_unit];
_vehicle setvariable [QGVAR(loaded_persons_F),_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};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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[format["Unit should move into death anim: %1", _unit]] call FUNC(debug);
};
} else {
if ([_unit] call FUNC(isArrested)) then {
_handle = [_unit,_vehicle] spawn {
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit != _vehicle};
[_unit,"UnaErcPoslechVelitele2", 1] call FUNC(doAnimation);
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[format["Unit should move into arrested anim: %1", _unit]] call FUNC(debug);
};
} else {
[format["Unit should move into normal anim: %1", _unit]] call FUNC(debug);
};
};
true;