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Added copyDeadBody function
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@ -87,6 +87,7 @@ PREP(moduleAssignMedicRoles);
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PREP(moduleAssignMedicalVehicle);
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PREP(moduleAssignMedicalFacility);
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PREP(moduleTreatmentConfiguration);
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PREP(copyDeadBody);
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GVAR(injuredUnitCollection) = [];
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call FUNC(parseConfigForInjuries);
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@ -29,7 +29,7 @@ if (!alive _target) exitwith {
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if (GVAR(allowDeadBodyMovement)) then {
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[{
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_this call FUNC(actionCarryUnit);
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}, [_caller, ([_target,_caller] call FUNC(makeCopyOfBody)), _carry], 0.25, 0.25] call EFUNC(common,waitAndExecute);
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}, [_caller, ([_target,_caller] call FUNC(copyDeadBody)), _carry], 0.25, 0.25] call EFUNC(common,waitAndExecute);
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};
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};
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93
addons/medical/functions/fnc_copyDeadBody.sqf
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93
addons/medical/functions/fnc_copyDeadBody.sqf
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@ -0,0 +1,93 @@
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/*
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* Author: Glowbal
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* Makes a copy of a dead body. For handling dead bodies for actions such as load and carry.
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*
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* Arguments:
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* 0: The oldbody <OBJECT>
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* 1: The caller <OBJECT>
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*
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* Return Value:
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* OBJECT Returns the copy of the unit. If no copy could be made, returns the oldBody
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_oldBody","_newUnit","_class","_group","_position","_side","_allVariables"];
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_oldBody = _this select 0;
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_caller = _this select 1;
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if (alive _oldBody) exitwith {_oldBody}; // we only want to do this for dead bodies
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_name = _oldBody getvariable ["ACE_name", "unknown"];
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_class = typeof _oldBody;
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_side = side _caller;
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_group = createGroup _side;
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_position = getPos _oldBody;
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_newUnit = _group createUnit [typeof _oldBody, _position, [], 0, "NONE"];
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_allVariables = [_oldBody] call EFUNC(common,getAllDefinedSetVariables);
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// [NAME (STRING), TYPENAME (STRING), VALUE (ANY), DEFAULT GLOBAL (BOOLEAN)]
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{
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[_newUnit,_x select 0, _x select 2] call EFUNC(common,setDefinedVariable);
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}foreach _allVariables;
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_allVars = allVariables _oldBody;
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_public = !(local _oldBody);
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{
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_newUnit setvariable [_x, (_oldBody getvariable _x), false];
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}foreach _allVars;
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// find the remaining variables?
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if !(_public) then {
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// exec on server?
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} else {
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// Exec on client
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};
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_newUnit setVariable ["ACE_name", _name, true];
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_newUnit disableAI "TARGET";
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_newUnit disableAI "AUTOTARGET";
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_newUnit disableAI "MOVE";
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_newUnit disableAI "ANIM";
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_newUnit disableAI "FSM";
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_newUnit setvariable ["ACE_isDead", true, true];
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removeallweapons _newUnit;
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removeallassigneditems _newUnit;
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removeUniform _newUnit;
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removeHeadgear _newUnit;
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removeBackpack _newUnit;
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removeVest _newUnit;
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_newUnit addHeadgear (headgear _oldBody);
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_newUnit addBackpack (backpack _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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_newUnit addVest (vest _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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_newUnit addUniform (uniform _oldBody);
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clearItemCargoGlobal (backpackContainer _newUnit);
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clearMagazineCargoGlobal (backpackContainer _newUnit);
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clearWeaponCargoGlobal (backpackContainer _newUnit);
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{_newUnit addMagazine _x} count (magazines _oldBody);
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{_newUnit addWeapon _x} count (weapons _oldBody);
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{_newUnit addItem _x} count (items _oldBody);
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_newUnit selectWeapon (primaryWeapon _newUnit);
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// TODO sometimes the old body does not get cleaned up properly. Look into garbage collection.
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deleteVehicle _oldBody;
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_newUnit setDamage 0.89;
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_newUnit
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