ACE3/addons/interaction/functions/fnc_pullOutBody.sqf

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