/* * Author: ViperMaul * Unload a person from a vehicle, local * * Arguments: * 0: Unit to unload * 1: Vehicle * 2: Unloader (player) (default: objNull) * * Return Value: * Succesfully unloaded person * * Example: * [bob, car, bob] call ace_common_fnc_unloadpersonLocal * * Public: No */ // #define DEBUG_MODE_FULL #include "script_component.hpp" #define GROUP_SWITCH_ID QFUNC(loadPerson) params ["_unit", "_vehicle", ["_unloader", objNull]]; TRACE_3("params",_unit,_vehicle,_unloader); //This covers testing vehicle stability and finding a safe position private _emptyPos = [_vehicle, (typeOf _unit), _unloader] call EFUNC(common,findUnloadPosition); TRACE_1("findUnloadPosition",_emptyPos); if (count _emptyPos != 3) exitwith { WARNING_4("Could not find unload pos %1-ASL: %2 isTouchingGround: %3 Speed: %4",_vehicle, getPosASL _vehicle, isTouchingGround _vehicle, speed _vehicle); if ((!isNull _unloader) && {[_unloader] call FUNC(isPlayer)}) then { //display text saying there are no safe places to exit the vehicle [QGVAR(displayTextStructured), [localize LSTRING(NoRoomToUnload)], [_unloader]] call CBA_fnc_targetEvent; }; false }; unassignVehicle _unit; [_unit] orderGetIn false; private _resetUncon = false; if (lifeState _unit == "INCAPACITATED") then { _resetUncon = true; _unit setUnconscious false; TRACE_1("pausing setUnconscious",_unit); }; TRACE_1("Ejecting", alive _unit); _unit action ["Eject", vehicle _unit]; [{ params ["_unit", "_emptyPos", "_resetUncon"]; if ((vehicle _unit) != _unit) then { WARNING_2("Failed to unload in time [%1 - %2]",_unit, vehicle _unit); }; _unit setPosASL AGLToASL _emptyPos; if (_resetUncon) then { TRACE_1("resuming setUnconscious",_unit); // This should reset the unit to an Unconscious animation // Also has the hilarious effect of violently ragdolling the guy _unit setUnconscious true; }; // ToDo [medical-rewrite]: verify we can remove the following commented code // if !([_unit] call FUNC(isAwake)) then { // TRACE_1("Check if isAwake", [_unit] call FUNC(isAwake)); // if (driver _unit == _unit) then { // private _anim = [_unit] call FUNC(getDeathAnim); // [_unit, _anim, 1, true] call FUNC(doAnimation); // [{ // params ["_unit", "_anim"]; // if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { // [_unit, _anim, 2, true] call FUNC(doAnimation); // }; // }, [_unit, _anim], 0.5] call CBA_fnc_waitAndExecute; // }; // }; }, [_unit, _emptyPos, _resetUncon], 0.5] call CBA_fnc_waitAndExecute; [_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide); private _loaded = _vehicle getvariable [QGVAR(loaded_persons),[]]; _loaded deleteAt (_loaded find _unit); _vehicle setvariable [QGVAR(loaded_persons), _loaded, true]; true