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https://github.com/acemod/ACE3.git
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commit
fdb30f4e68
@ -56,6 +56,13 @@ class CfgVehicles {
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priority = 2.2;
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hotkey = "L";
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};
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class GVAR(UnloadCaptive) {
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displayName = CSTRING(UnloadCaptive);
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distance = 4;
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condition = QUOTE([ARR_2(_player, _target)] call FUNC(canUnloadCaptive));
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statement = QUOTE([ARR_2(_player, _target)] call FUNC(doUnloadCaptive));
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priority = 1.2;
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};
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class ACE_FriskPerson {
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displayName = CSTRING(FriskPerson);
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distance = 2;
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@ -111,13 +118,6 @@ class CfgVehicles {
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exceptions[] = {"isNotEscorting"}; \
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priority = 1.2; \
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}; \
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class GVAR(UnloadCaptive) { \
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displayName = CSTRING(UnloadCaptive); \
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distance = 4; \
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condition = QUOTE([ARR_2(_player, _target)] call FUNC(canUnloadCaptive)); \
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statement = QUOTE([ARR_2(_player, _target)] call FUNC(doUnloadCaptive)); \
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priority = 1.2; \
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}; \
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}; \
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};
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@ -23,4 +23,6 @@ PARAMS_2(_unit,_target);
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(_target getVariable [QGVAR(isHandcuffed), false]) &&
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{isNull (attachedTo _target)} &&
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{alive _target} &&
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{!(_target getVariable ["ACE_isUnconscious", false])}
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{!(_target getVariable ["ACE_isUnconscious", false])} &&
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{(vehicle _unit) == _unit} &&
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{(vehicle _target) == _target}
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@ -3,15 +3,14 @@
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* Check if the unit can unload a captive from the vehicle.
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*
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* Arguments:
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* 0: Unit that wants to unload a captive <OBJECT>
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* 1: A captive. ObjNull for the first escorted captive <OBJECT>
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* 2: Vehicle to unload a captive from <OBJECT>
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* 0: Unit that wants to unload a captive (player) <OBJECT>
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* 1: A captive loaded in a vehicle <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [player, bob, car1] call ACE_captives_fnc_canUnloadCaptive;
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* [player, bob] call ACE_captives_fnc_canUnloadCaptive;
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*
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* Public: No
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*/
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@ -19,10 +18,6 @@
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private ["_cargo"];
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PARAMS_2(_unit,_vehicle);
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PARAMS_2(_player,_unit);
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_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
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_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
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count _cargo > 0
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((vehicle _unit) != _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}
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@ -4,29 +4,18 @@
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*
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* Arguments:
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* 0: Unit that wants to unload a captive <OBJECT>
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* 1: Vehicle to unload a captive from. <BOOL>
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* 1: A captive loaded in a vehicle <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [bob, car] call ACE_captives_fnc_doUnloadCaptive
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* [bob, prisoner] call ACE_captives_fnc_doUnloadCaptive
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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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PARAMS_2(_unit,_vehicle);
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PARAMS_2(_unit,_target);
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private ["_cargo", "_target"];
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_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
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_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
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if ((count _cargo) > 0) then {
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_target = _cargo select 0;
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["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);
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} else {
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ERROR("No captive to unload");
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};
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["MoveOutCaptive", [_target], [_target]] call EFUNC(common,targetEvent);
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@ -32,6 +32,9 @@ _actions = [];
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case (commander _vehicle): { QUOTE(A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa) };
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default { "" };
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};
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if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then {
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_icon = QUOTE(PATHTOEF(captives,UI\handcuff_ca.paa));
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};
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_actions pushBack
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[
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[
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