ACE3/addons/common/functions/fnc_unloadPersonLocal.sqf

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#include "script_component.hpp"
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/*
* Author: ViperMaul
* Unload a person from a vehicle, local
*
* Arguments:
* 0: Unit to unload <OBJECT>
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* 1: Vehicle <OBJECT>
* 2: Unloader (player) <OBJECT> (default: objNull)
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*
* Return Value:
* Succesfully unloaded person <BOOL>
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*
* Example:
* [bob, car, bob] call ace_common_fnc_unloadpersonLocal
*
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* Public: No
*/
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#define GROUP_SWITCH_ID QFUNC(loadPerson)
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params ["_unit", "_vehicle", ["_unloader", objNull]];
TRACE_3("params",_unit,_vehicle,_unloader);
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//This covers testing vehicle stability and finding a safe position
private _emptyPos = [_vehicle, (typeOf _unit), _unloader] call EFUNC(common,findUnloadPosition);
TRACE_1("findUnloadPosition",_emptyPos);
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if (count _emptyPos != 3) exitwith {
WARNING_4("Could not find unload pos %1-ASL: %2 isTouchingGround: %3 Speed: %4",_vehicle, getPosASL _vehicle, isTouchingGround _vehicle, speed _vehicle);
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if ((!isNull _unloader) && {[_unloader] call FUNC(isPlayer)}) then {
//display text saying there are no safe places to exit the vehicle
[QGVAR(displayTextStructured), [localize LSTRING(NoRoomToUnload)], [_unloader]] call CBA_fnc_targetEvent;
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};
false
};
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unassignVehicle _unit;
[_unit] orderGetIn false;
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private _resetUncon = false;
if (lifeState _unit == "INCAPACITATED") then {
_resetUncon = true;
_unit setUnconscious false;
TRACE_1("pausing setUnconscious",_unit);
};
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TRACE_1("Ejecting", alive _unit);
_unit action ["Eject", vehicle _unit];
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[{
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params ["_unit", "_emptyPos", "_resetUncon"];
if ((vehicle _unit) != _unit) then {
WARNING_2("Failed to unload in time [%1 - %2]",_unit, vehicle _unit);
};
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_unit setPosASL AGLToASL _emptyPos;
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if (_resetUncon) then {
TRACE_1("resuming setUnconscious",_unit);
// This should reset the unit to an Unconscious animation
// Also has the hilarious effect of violently ragdolling the guy
_unit setUnconscious true;
};
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// ToDo [medical-rewrite]: verify we can remove the following commented code
// if !([_unit] call FUNC(isAwake)) then {
// TRACE_1("Check if isAwake", [_unit] call FUNC(isAwake));
// if (driver _unit == _unit) then {
// private _anim = [_unit] call FUNC(getDeathAnim);
// [_unit, _anim, 1, true] call FUNC(doAnimation);
// [{
// params ["_unit", "_anim"];
// if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
// [_unit, _anim, 2, true] call FUNC(doAnimation);
// };
// }, [_unit, _anim], 0.5] call CBA_fnc_waitAndExecute;
// };
// };
}, [_unit, _emptyPos, _resetUncon], 0.5] call CBA_fnc_waitAndExecute;
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[_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide);
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private _loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
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_loaded deleteAt (_loaded find _unit);
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_vehicle setvariable [QGVAR(loaded_persons), _loaded, true];
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true