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Update existing files
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@ -5,35 +5,51 @@
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*
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*
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* Arguments:
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 0: Item <OBJECT or STRING>
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* 1: Empty position <ARRAY>
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* 1: Vehicle with the item loaded <OBJECT>
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* 2: Items loaded in cargo <ARRAY>
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* 2: Unloading position <ARRAY>
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* 3: Vehicle with the item loaded <OBJECT>
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* 3: If the object was deployed <BOOL>
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*
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*
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* Return Value:
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* Return Value:
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* Object unloaded <OBJECT>
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* Object unloaded <OBJECT>
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*
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*
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* Example:
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* Example:
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* [item, posAGL, loaded, vehicle] call ace_cargo_fnc_unload
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* ["ACE_Wheel", cursorObject, getPos player, false] call ace_cargo_fnc_unload
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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params ["_item", "_posAGL", "_loaded", "_vehicle"];
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params ["_item", "_posAGL", "_vehicle", "_deployed"];
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// Unload item from cargo
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private _loaded = _vehicle getVariable [QGVAR(loaded), []];
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_loaded deleteAt (_loaded find _item);
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_loaded deleteAt (_loaded find _item);
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
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// Update cargo space remaining
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private _itemSize = [_item] call FUNC(getSizeItem);
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private _cargoSpace = _vehicle call FUNC(getCargoSpaceLeft);
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_vehicle setVariable [QGVAR(space), _space + _itemSize, true];
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_vehicle setVariable [QGVAR(space), _cargoSpace + _itemSize, true];
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private _object = _item;
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private _object = _item;
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if (_object isEqualType objNull) then {
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if (_object isEqualType objNull) then {
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if (isNull isVehicleCargo _object) then {
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if (isNull isVehicleCargo _object) then {
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detach _object;
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detach _object;
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// hideObjectGlobal must be executed before setPos to ensure light objects are rendered correctly
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// do both on server to ensure they are executed in the correct order
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// If player unloads via deployment, set direction first, then unload
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[QGVAR(serverUnload), [_object, _posAGL]] call CBA_fnc_serverEvent;
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if (_deployed) then {
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[QGVAR(setDirAndUnload), [_object, _emptyPosAGL, _direction], _object] call CBA_fnc_targetEvent;
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} else {
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[QGVAR(serverUnload), [_object, _emptyPosAGL]] call CBA_fnc_serverEvent;
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};
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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// Get which curators had this object as editable
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private _objectCurators = _object getVariable [QGVAR(objectCurators), []];
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if (_objectCurators isEqualTo []) exitWith {};
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[QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent;
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};
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private _cargoNet = _object getVariable [QGVAR(cargoNet), objNull];
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private _cargoNet = _object getVariable [QGVAR(cargoNet), objNull];
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if !(isNull _cargoNet) then {
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if !(isNull _cargoNet) then {
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@ -50,8 +66,14 @@ if (_object isEqualType objNull) then {
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_object setPosASL (AGLtoASL _posAGL);
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_object setPosASL (AGLtoASL _posAGL);
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};
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};
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} else {
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} else {
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_object = createVehicle [_item, _posAGL, [], 0, "NONE"];
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_object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];
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_object setPosASL (AGLtoASL _posAGL);
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// If player unloads via deployment, set direction. Must happen before setPosASL command according to wiki
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if (_deployed) then {
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_object setDir _direction;
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};
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_object setPosASL (AGLtoASL _emptyPosAGL);
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[QEGVAR(common,fixCollision), _object] call CBA_fnc_localEvent;
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[QEGVAR(common,fixCollision), _object] call CBA_fnc_localEvent;
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[QEGVAR(common,fixPosition), _object] call CBA_fnc_localEvent;
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[QEGVAR(common,fixPosition), _object] call CBA_fnc_localEvent;
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@ -59,3 +59,12 @@ private _category = [ELSTRING(main,Category_Logistics), LSTRING(openMenu)];
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_category,
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_category,
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true
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true
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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[
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QGVAR(cargoNetType),
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"LIST",
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[LSTRING(cargoNetType), LSTRING(cargoNetType_description)],
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_category,
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[["CargoNet_01_box_F", "Land_WoodenBox_02_F"], [LSTRING(cargoNetType_modernStyle), LSTRING(cargoNetType_ww2)], 0],
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1
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] call CBA_fnc_addSetting;
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