Merge pull request #1921 from acemod/fixLoadUnconscious

Fix load unconscious into boats and co-pilot seats
This commit is contained in:
Glowbal 2015-07-27 08:40:16 +02:00
commit 24e5b17497
2 changed files with 38 additions and 20 deletions

View File

@ -12,7 +12,7 @@
#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson))
private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank"];
private ["_caller", "_unit","_vehicle", "_loadcar", "_loadhelicopter", "_loadtank","_loadboat"];
_caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = ObjNull;
@ -30,6 +30,11 @@ if (_unit distance _loadcar <= 10) then {
_loadtank = nearestObject [_unit, "tank"];
if (_unit distance _loadtank <= 10) then {
_vehicle = _loadtank;
} else {
_loadboat = nearestObject [_unit, "ship"];
if (_unit distance _loadboat <= 10) then {
_vehicle = _loadboat;
};
};
};
};

View File

@ -10,35 +10,48 @@
#include "script_component.hpp"
private ["_unit","_vehicle","_caller","_handle","_loaded"];
private ["_unit","_vehicle","_caller","_handle","_loaded","_slotsOpen"];
_unit = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param;
_vehicle = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param;
_caller = [_this, 2, ObjNull,[ObjNull]] call BIS_fnc_Param;
_slotsOpen = false;
if (!alive _unit) then {
_unit = [_unit,_caller] call FUNC(makeCopyOfBody);
};
_unit moveInCargo _vehicle;
_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded pushback _unit;
_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
if (!([_unit] call FUNC(isAwake))) then {
_handle = [_unit,_vehicle] spawn {
private ["_unit","_vehicle"];
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle};
sleep 0.5;
//Save the "awake" animation before applying the death animation
if (vehicle _unit == _vehicle) then {
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
};
if (_vehicle emptyPositions "cargo" > 0) then {
_unit moveInCargo _vehicle;
_slotsOpen = true;
} else {
if ([_unit] call FUNC(isArrested)) then {
if (_vehicle emptyPositions "gunner" > 0) then {
_unit moveInGunner _vehicle;
_slotsOpen = true;
};
};
if (_slotsOpen) then {
_loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded pushback _unit;
_vehicle setvariable [QGVAR(loaded_persons),_loaded,true];
if (!([_unit] call FUNC(isAwake))) then {
_handle = [_unit,_vehicle] spawn {
private ["_unit","_vehicle"];
_unit = _this select 0;
_vehicle = _this select 1;
waituntil {vehicle _unit == _vehicle};
sleep 0.5;
//Save the "awake" animation before applying the death animation
if (vehicle _unit == _vehicle) then {
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, (animationState _unit)]];
};
[_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation);
};
} else {
if ([_unit] call FUNC(isArrested)) then {
};
};
};