2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2019-06-03 15:31:46 +00:00
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/*
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* Author: Glowbal
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* Loads an unconscious or dead patient in the given or nearest vehicle.
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*
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* Arguments:
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* 0: Medic <OBJECT>
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* 1: Patient <OBJECT>
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* 2: Vehicle <OBJECT> (default: objNull)
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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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* [player, cursorObject] call ace_medical_treatment_fnc_loadUnit
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*
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* Public: No
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*/
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params ["_medic", "_patient", ["_vehicle", objNull]];
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2019-09-05 20:56:53 +00:00
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TRACE_3("loadUnit",_medic,_patient,_vehicle);
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2019-06-03 15:31:46 +00:00
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if (_patient call EFUNC(common,isAwake)) exitWith {
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[[LSTRING(CanNotLoad), _patient call EFUNC(common,getName)]] call EFUNC(common,displayTextStructured);
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};
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if (_patient call EFUNC(medical_status,isBeingCarried)) then {
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[_medic, _patient] call EFUNC(dragging,dropObject_carry);
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};
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if (_patient call EFUNC(medical_status,isBeingDragged)) then {
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[_medic, _patient] call EFUNC(dragging,dropObject);
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};
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2022-02-17 17:14:39 +00:00
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private _vehicle = [
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_medic,
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_patient,
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_vehicle,
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getArray (configOf _vehicle >> QGVAR(patientSeats)),
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([configOf _vehicle >> QGVAR(patientReverseFill), "NUMBER", 1] call CBA_fnc_getConfigEntry) > 0
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] call EFUNC(common,loadPerson);
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2019-06-03 15:31:46 +00:00
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2019-09-05 20:56:53 +00:00
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if (isNull _vehicle) exitWith { TRACE_1("no vehicle found",_vehicle); };
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[{
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params ["_unit", "_vehicle"];
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(alive _unit) && {alive _vehicle} && {(vehicle _unit) == _vehicle}
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}, {
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params ["_unit", "_vehicle"];
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TRACE_2("success",_unit,_vehicle);
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private _patientName = [_unit, false, true] call EFUNC(common,getName);
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2021-02-18 18:58:08 +00:00
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private _vehicleName = getText (configOf _vehicle >> "displayName");
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2019-06-03 15:31:46 +00:00
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[[LSTRING(LoadedInto), _patientName, _vehicleName], 3] call EFUNC(common,displayTextStructured);
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2019-09-05 20:56:53 +00:00
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}, [_patient, _vehicle], 3, {
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2023-08-01 16:35:55 +00:00
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params ["_unit", "_vehicle"];
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2019-09-05 20:56:53 +00:00
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WARNING_3("loadPerson failed to load %1[local %2] -> %3 ",_unit,local _unit,_vehicle);
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}] call CBA_fnc_waitUntilAndExecute;
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