ACE3/addons/medical/functions/fnc_actionCarryUnit.sqf

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2015-03-12 20:16:49 +00:00
/*
* Author: Glowbal
* makes the calling unit start carrying the specified unit
*
* Arguments:
* 0: The caller <OBJECT>
* 1: The target <OBJECT>
* 2: Carry object. True is carry, false is dragging <BOOL>
*
* Return Value:
* NONE
*
* Public: No
*/
#include "script_component.hpp"
private ["_caller", "_target", "_positionUnit", "_carry"];
_caller = _this select 0;
_target = _this select 1;
_carry = _this select 2;
if (!(_target isKindOf "CaManBase") || !(_caller isKindOf "CaManBase")) exitwith{ };
if (vehicle _caller != _caller || vehicle _target != _target) exitwith {};
if (!([_caller] call EFUNC(common,canInteract)) || {_caller == _target} || {(([_target] call EFUNC(common,isAwake)))}) exitwith {};
_caller action ["WeaponOnBack", _caller];
if (!alive _target) exitwith {
if (GVAR(allowDeadBodyMovement)) then {
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[{
_this call FUNC(actionCarryUnit);
}, [_caller, ([_target,_caller] call FUNC(makeCopyOfBody)), _carry], 0.25, 0.25] call EFUNC(common,waitAndExecute);
};
};
if !([_caller,_target] call EFUNC(common,carryObj)) exitwith {};
if (primaryWeapon _caller == "") then {
_caller addWeapon "ACE_FakePrimaryWeapon";
};
_caller selectWeapon (primaryWeapon _caller);
if (_carry) then {
_target attachTo [_caller, [0.1, -0.1, -1.25], "LeftShoulder"];
[_target, "AinjPfalMstpSnonWnonDf_carried_dead", 2, true] call EFUNC(common,doAnimation);
[_caller, "acinpercmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
} else {
_target attachTo [_caller, [0.125, 1.007, 0]];
_target setDir (getDir _target + 180) % 360;
_target setPos ((getPos _target) vectorAdd ((vectorDir _caller) vectorMultiply 1.5));
};
[
2,
[_caller, _target, _carry],
{
private ["_caller","_target"];
_caller = _this select 0;
_target = _this select 1;
_carry = _this select 2;
_target setvariable [QGVAR(beingCarried), _caller, true];
_caller setvariable [QGVAR(carrying), _target, true];
_caller setvariable [QGVAR(isCarrying), if (_carry) then {1} else {0}, true];
// Removing any old drop scroll wheel actions
// TODO Do we still want scroll wheel actions?
if (!isnil QGVAR(DROP_ADDACTION)) then {
_caller removeAction GVAR(DROP_ADDACTION);
GVAR(DROP_ADDACTION) = nil;
};
// Adding the drop scroll wheel action.
GVAR(DROP_ADDACTION) = _caller addAction [format["Drop %1",[_target] call EFUNC(common,getName)], {[_this select 1, _this select 2] call FUNC(actionDropUnit);}];
[_target, true] call EFUNC(common,disableAI);
},
{
[(_this select 0), objNull,[0, 0, 0]] call EFUNC(common,carryObj);
// TODO reset animations..
},
if (_carry) then {localize "STR_ACE_MEDICAL_ACTION_CARRY"} else {localize "STR_ACE_MEDICAL_ACTION_DRAG"},
{true}
] call EFUNC(common,progressBar);