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Merge pull request #1921 from acemod/fixLoadUnconscious
Fix load unconscious into boats and co-pilot seats
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commit
24e5b17497
@ -12,7 +12,7 @@
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#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson))
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private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank"];
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private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank","_loadboat"];
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_caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_vehicle = ObjNull;
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@ -30,6 +30,11 @@ if (_unit distance _loadcar <= 10) then {
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_loadtank = nearestObject [_unit, "tank"];
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if (_unit distance _loadtank <= 10) then {
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_vehicle = _loadtank;
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} else {
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_loadboat = nearestObject [_unit, "ship"];
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if (_unit distance _loadboat <= 10) then {
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_vehicle = _loadboat;
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};
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};
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};
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};
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@ -10,35 +10,48 @@
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#include "script_component.hpp"
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private ["_unit","_vehicle","_caller","_handle","_loaded"];
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private ["_unit","_vehicle","_caller","_handle","_loaded","_slotsOpen"];
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_unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param;
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_slotsOpen = false;
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if (!alive _unit) then {
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_unit = [_unit,_caller] call FUNC(makeCopyOfBody);
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};
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_unit moveInCargo _vehicle;
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_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
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_loaded pushback _unit;
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_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
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if (!([_unit] call FUNC(isAwake))) then {
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_handle = [_unit,_vehicle] spawn {
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private ["_unit","_vehicle"];
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_unit = _this select 0;
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_vehicle = _this select 1;
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waituntil {vehicle _unit == _vehicle};
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sleep 0.5;
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//Save the "awake" animation before applying the death animation
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if (vehicle _unit == _vehicle) then {
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_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
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};
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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};
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if (_vehicle emptyPositions "cargo" > 0) then {
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_unit moveInCargo _vehicle;
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_slotsOpen = true;
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} else {
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if ([_unit] call FUNC(isArrested)) then {
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if (_vehicle emptyPositions "gunner" > 0) then {
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_unit moveInGunner _vehicle;
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_slotsOpen = true;
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};
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};
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if (_slotsOpen) then {
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_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
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_loaded pushback _unit;
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_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
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if (!([_unit] call FUNC(isAwake))) then {
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_handle = [_unit,_vehicle] spawn {
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private ["_unit","_vehicle"];
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_unit = _this select 0;
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_vehicle = _this select 1;
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waituntil {vehicle _unit == _vehicle};
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sleep 0.5;
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//Save the "awake" animation before applying the death animation
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if (vehicle _unit == _vehicle) then {
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_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
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};
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[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
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};
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} else {
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if ([_unit] call FUNC(isArrested)) then {
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};
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};
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};
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