2015-03-14 08:48:16 +00:00
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/*
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* Author: Glowbal
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* Makes a copy of a dead body. For handling dead bodies for actions such as load and carry.
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*
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* Arguments:
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* 0: The oldbody <OBJECT>
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* 1: The caller <OBJECT>
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*
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* Return Value:
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* OBJECT Returns the copy of the unit. If no copy could be made, returns the oldBody
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_oldBody","_newUnit","_class","_group","_position","_side","_allVariables"];
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_oldBody = _this select 0;
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_caller = _this select 1;
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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;
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_group = createGroup _side;
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_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];
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_newUnit disableAI "TARGET";
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_newUnit disableAI "AUTOTARGET";
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_newUnit disableAI "MOVE";
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_newUnit disableAI "ANIM";
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_newUnit disableAI "FSM";
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removeallweapons _newUnit;
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removeallassigneditems _newUnit;
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removeUniform _newUnit;
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removeHeadgear _newUnit;
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removeBackpack _newUnit;
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removeVest _newUnit;
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_newUnit addHeadgear (headgear _oldBody);
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_newUnit addBackpack (backpack _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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_newUnit addVest (vest _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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_newUnit addUniform (uniform _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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{_newUnit addMagazine _x} count (magazines _oldBody);
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{_newUnit addWeapon _x} count (weapons _oldBody);
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{_newUnit addItem _x} count (items _oldBody);
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_newUnit selectWeapon (primaryWeapon _newUnit);
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2015-03-22 19:37:55 +00:00
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// We are attaching the old unit and hiding it, so we can keep the original unit until later.
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_oldBody attachTo [_newUnit, [0,0,0]];
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if (isMultiplayer) then {
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hideObjectGlobal _oldBody;
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} else {
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hideObject _oldBody;
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};
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2015-03-14 08:48:16 +00:00
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2015-03-22 19:37:55 +00:00
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_newUnit setvariable [QGVAR(copyOfUnit), _oldBody, true];
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_newUnit setvariable ["ACE_isDead", true, true];
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_newUnit setvariable ["ACE_isUnconscious", true, true];
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2015-03-22 19:39:22 +00:00
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_newUnit setvariable [QEGVAR(interaction,enabled), false, true];
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_oldBody setvariable [QEGVAR(interaction,enabled), false, true];
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2015-03-14 08:48:16 +00:00
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_newUnit setDamage 0.89;
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2015-03-18 17:17:42 +00:00
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_newUnit;
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