#include "..\script_component.hpp" /* * Author: Glowbal, ViperMaul * Unloads an object from a vehicle. * * Arguments: * 0: Item to be unloaded or (default: "") * 1: Holder object (vehicle) (default: objNull) * 2: Unloader (default: objNull) * 3: Deploy parameters (default: []) * - 0: Position AGL * - 1: Direction * * Return Value: * Object unloaded * * Example: * ["ACE_Wheel", cursorObject] call ace_cargo_fnc_unloadItem * * Public: Yes */ params [["_item", "", [objNull, ""]], ["_vehicle", objNull, [objNull]], ["_unloader", objNull, [objNull]], ["_deploy", []]]; _deploy params ["_emptyPosAGL", "_direction"]; TRACE_4("params",_item,_vehicle,_unloader,_deploy); // Get config sensitive case name if (_item isEqualType "") then { _item = _item call EFUNC(common,getConfigName); }; // Check if item is actually part of cargo private _loaded = _vehicle getVariable [QGVAR(loaded), []]; if !(_item in _loaded) exitWith { ERROR_3("Tried to unload item [%1] not in vehicle[%2] cargo[%3]",_item,_vehicle,_loaded); false // return }; // Check if item can be unloaded private _itemSize = _item call FUNC(getSizeItem); if (_itemSize < 0) exitWith { false // return }; private _deployed = _deploy isNotEqualTo []; if (!_deployed) then { // This covers testing vehicle stability and finding a safe position for "_i" from 1 to 3 do { _emptyPosAGL = [_vehicle, _item, _unloader] call EFUNC(common,findUnloadPosition); if (_emptyPosAGL isNotEqualTo []) exitWith {}; }; TRACE_1("findUnloadPosition",_emptyPosAGL); }; if (_emptyPosAGL isEqualTo []) exitWith { // Display text saying there are no safe places to exit the vehicle if (!isNull _unloader && {_unloader == ACE_player}) then { [ELSTRING(common,NoRoomToUnload)] call EFUNC(common,displayTextStructured); }; false // return }; // Unload item from cargo _loaded deleteAt (_loaded find _item); _vehicle setVariable [QGVAR(loaded), _loaded, true]; // Update cargo space remaining private _cargoSpace = _vehicle call FUNC(getCargoSpaceLeft); _vehicle setVariable [QGVAR(space), _cargoSpace + _itemSize, true]; private _object = _item; if (_object isEqualType objNull) then { detach _object; // If player unloads via deployment, set direction first, then unload if (_deployed) then { [QGVAR(setDirAndUnload), [_object, _emptyPosAGL, _direction], _object] call CBA_fnc_targetEvent; } else { [QGVAR(serverUnload), [_object, _emptyPosAGL]] call CBA_fnc_serverEvent; }; if (["ace_zeus"] call EFUNC(common,isModLoaded)) then { // Get which curators had this object as editable private _objectCurators = _object getVariable [QGVAR(objectCurators), []]; if (_objectCurators isEqualTo []) exitWith {}; [QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent; }; // Reenable UAV crew private _UAVCrew = _object getVariable [QGVAR(isUAV), []]; if (_UAVCrew isNotEqualTo []) then { // Reenable AI { [_x, false] call EFUNC(common,disableAiUAV); } forEach _UAVCrew; _object setVariable [QGVAR(isUAV), nil, true]; }; } else { _object = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"]; // If player unloads via deployment, set direction. Must happen before setPosASL command according to wiki if (_deployed) then { _object setDir _direction; }; _object setPosASL (AGLtoASL _emptyPosAGL); [QEGVAR(common,fixCollision), _object] call CBA_fnc_localEvent; [QEGVAR(common,fixPosition), _object] call CBA_fnc_localEvent; }; // Dragging integration if (!_deployed) then { [_unloader, _object] call FUNC(unloadCarryItem); }; // Invoke listenable event ["ace_cargoUnloaded", [_object, _vehicle, "unload"]] call CBA_fnc_globalEvent; true // return