#include "script_component.hpp" /* * Author: commy2 * Move unit into given vehicle position or switch to that position if the unit is already inside the vehicle. * * Arguments: * 0: Unit * 1: Vehicle * 2: Position ("Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver", "Cargo") * 3: Index (only applies to "Turret", "FFV", "Codriver", "Cargo") (default: next free index) * * Return Value: * None * * Example: * [unit, vehicle, "Driver", 5] call ace_common_fnc_getInPosition * * Public: Yes */ #define CANGETINDRIVER (isNull (driver _vehicle) || {!alive driver _vehicle}) && {!lockedDriver _vehicle} && {getNumber (_config >> "isUav") != 1} #define CANGETINTURRETINDEX (isNull (_vehicle turretUnit _turret) || {!alive (_vehicle turretUnit _turret)}) && {!(_vehicle lockedTurret _turret)} && {getNumber (_config >> "isUav") != 1} params ["_unit", "_vehicle", "_position", ["_index", -1]]; _position = toLower _position; // general if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false}; private _config = configFile >> "CfgVehicles" >> typeOf _vehicle; private _turret = []; private _isInside = vehicle _unit == _vehicle; private _script = {}; private _enemiesInVehicle = false; //Possible Side Restriction { if (side _unit getFriend side _x < 0.6) exitWith {_enemiesInVehicle = true}; false } count crew _vehicle; switch (_position) do { case "driver" : { if (CANGETINDRIVER) then { _script = [ {_unit action [["GetInDriver", "MoveToDriver"] select _isInside, _vehicle];}, {if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;} ] select _enemiesInVehicle; }; }; case "pilot" : { if (CANGETINDRIVER) then { _script = [ {_unit action [["GetInPilot", "MoveToPilot"] select _isInside, _vehicle];}, {if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "driver"; }; }; case "gunner" : { _turret = [_vehicle] call FUNC(getTurretGunner); if (CANGETINTURRETINDEX) then { _script = [ {_unit action [["GetInGunner", "MoveToGunner"] select _isInside, _vehicle];}, {if (_isInside) then {moveOut _unit}; _unit moveInGunner _vehicle; call _fnc_getInEH;} ] select _enemiesInVehicle; }; }; case "commander" : { _turret = [_vehicle] call FUNC(getTurretCommander); if (CANGETINTURRETINDEX) then { _script = [ {_unit action [["GetInCommander", "MoveToCommander"] select _isInside, _vehicle];}, {if (_isInside) then {moveOut _unit}; _unit moveInCommander _vehicle; call _fnc_getInEH;} ] select _enemiesInVehicle; }; }; case "copilot" : { _turret = [_vehicle] call FUNC(getTurretCopilot); if (CANGETINTURRETINDEX) then { _script = [ {_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];}, {if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner" }; }; case "turret" : { private _turrets = [_vehicle] call FUNC(getTurretsOther); if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then { _script = [ {_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];}, {if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "gunner"; } else { for "_index" from 0 to (count _turrets - 1) do { _turret = _turrets select _index; if (CANGETINTURRETINDEX) exitWith { _script = [ {_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];}, {if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "gunner"; }; }; }; }; case "ffv" : { private _turrets = [_vehicle] call FUNC(getTurretsFFV); if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then { _script = [ {_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];}, {if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner" } else { for "_index" from 0 to (count _turrets - 1) do { _turret = _turrets select _index; if (CANGETINTURRETINDEX) exitWith { _script = [ {_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];}, {if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner" }; }; }; }; case "codriver" : { private _positions = [typeOf _vehicle] call FUNC(getVehicleCodriver); { if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))}; } forEach crew _vehicle; if (_index != -1 && {_index in _positions}) then { _script = [ {_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];}, {if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "cargo"; } else { _index = _positions select 0; if (!isNil "_index") then { _script = [ {_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];}, {if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "cargo"; }; }; }; case "cargo" : { private _positions = [typeOf _vehicle] call FUNC(getVehicleCargo); { if (alive _x) then {_positions deleteAt (_positions find (_vehicle getCargoIndex _x))}; } forEach crew _vehicle; if (_index != -1 && {_index in _positions}) then { _script = [ {_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];}, {if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "cargo"; } else { _index = _positions select 0; if (!isNil "_index") then { _script = [ {_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];}, {if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;} ] select _enemiesInVehicle; _position = "cargo"; }; }; }; default {}; }; // this will execute all config based event handlers. Not script based ones unfortunately, but atleast we don't use any. private _fnc_getInEH = { // config based getIn EHs are assigned to the soldier, not the vehicle. Why Bis? Why? private _config = configFile >> "CfgVehicles" >> typeOf _unit >> "EventHandlers"; if (isClass _config) then { //getIn is local effects with global arguments. It doesn't trigger if the unit was already inside and only switched seats if !(_isInside) then { [_vehicle, _position, _unit, _turret] call compile getText (_config >> "getIn"); }; }; }; // if you want into the cargo and you can't, then check ffv turrets aswell if (_position == "cargo") exitWith { if (_script isEqualTo {}) then { [_unit, _vehicle, "ffv"] call FUNC(getInPosition); } else { call _script; }; }; call _script; /* sleep 0.1; if ((vehicle _unit) != _vehicle) then { ["fn_getInPosition.sqf - Side Restriction, failed to move _unit into vehicle"] call bis_fnc_error; _unit moveInAny _vehicle; //attempt to fail gracefully }; */