2015-01-16 23:21:47 +00:00
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/**
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* fn_unloadPerson_f.sqf
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* @Descr: Unload a person from a vehicle
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* @Author: Glowbal
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*
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* @Arguments: [caller OBJECT, unit OBJECT]
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* @Return: BOOL Returns true if succesfully unloaded person
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* @PublicAPI: true
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*/
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#include "script_component.hpp"
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#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson_F))
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private ["_caller", "_unit","_vehicle", "_loaded"];
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_caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_vehicle = vehicle _unit;
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if (_vehicle == _unit) exitwith {false;};
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if !(speed _vehicle <1 && (((getpos _vehicle) select 2) < 2)) exitwith {false;};
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if (!([_caller] call FUNC(isAwake))) exitwith{false;};
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moveOut _unit;
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unassignVehicle _unit;
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if (!alive _unit) then {
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_unit action ["Eject", vehicle _unit];
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};
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[_unit, false, GROUP_SWITCH_ID, side group _caller] call FUNC(switchToGroupSide_f);
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_loaded = _vehicle getvariable [QGVAR(loaded_persons_F),[]];
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_loaded = _loaded - [_unit];
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_vehicle setvariable [QGVAR(loaded_persons_F),_loaded,true];
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if (!([_unit] call FUNC(isAwake))) then {
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_handle = [_unit,_vehicle] spawn {
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private ["_unit","_vehicle"];
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_unit = _this select 0;
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_vehicle = _this select 1;
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waituntil {vehicle _unit != _vehicle};
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2015-01-17 11:07:41 +00:00
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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2015-01-16 23:21:47 +00:00
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[format["Unit should move into death anim: %1", _unit]] call FUNC(debug);
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};
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} else {
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if ([_unit] call FUNC(isArrested)) then {
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_handle = [_unit,_vehicle] spawn {
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_unit = _this select 0;
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_vehicle = _this select 1;
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waituntil {vehicle _unit != _vehicle};
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2015-01-17 11:07:41 +00:00
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[_unit,"UnaErcPoslechVelitele2", 1] call FUNC(doAnimation);
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2015-01-16 23:21:47 +00:00
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[format["Unit should move into arrested anim: %1", _unit]] call FUNC(debug);
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};
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} else {
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[format["Unit should move into normal anim: %1", _unit]] call FUNC(debug);
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};
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};
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true;
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