2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2017-11-17 22:47:58 +00:00
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/*
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* Author: Dystopian
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* Makes unit pull target body out of vehicle.
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*
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* Arguments:
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* 0: Body <OBJECT>
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* 1: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [crew cursorObject select 0, player] call ace_interaction_fnc_pullOutBody
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*
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* Public: No
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*/
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params ["_body", "_unit"];
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private _vehicle = objectParent _body; // vehicle command doesn't work for dead
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// get target crew properties
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private ["_cargoIndex", "_turretPath"];
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private _cargoNumber = -1;
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{
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if ("cargo" == _x select 1) then {
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INC(_cargoNumber);
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};
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if (_body == _x select 0) exitWith {
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_cargoIndex = _x select 2;
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_turretPath = _x select 3;
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};
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} forEach fullCrew [_vehicle, "", true];
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TRACE_3("",_cargoIndex,_cargoNumber,_turretPath);
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private _preserveEngineOn = false;
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// first get in to target seat
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2021-02-27 17:05:05 +00:00
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if (_turretPath isNotEqualTo []) then {
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2017-11-17 22:47:58 +00:00
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_unit action ["GetInTurret", _vehicle, _turretPath];
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} else {
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if (_cargoIndex > -1) then {
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_unit action ["GetInCargo", _vehicle, _cargoNumber];
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} else {
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_unit action ["GetInDriver", _vehicle];
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_preserveEngineOn = isEngineOn _vehicle;
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};
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};
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// then get out
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[
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{(_this select 0) in (_this select 1)},
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{
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params ["_unit", "_vehicle", "_preserveEngineOn"];
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TRACE_3("",_unit,_vehicle,_preserveEngineOn);
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_unit action ["GetOut", _vehicle];
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if (_preserveEngineOn) then {
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[{isNull driver _this}, {_this engineOn true}, _vehicle] call CBA_fnc_waitUntilAndExecute;
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};
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},
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[_unit, _vehicle, _preserveEngineOn]
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] call CBA_fnc_waitUntilAndExecute;
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