#include "..\script_component.hpp" /* * Author: Dystopian * Makes unit pull target body out of vehicle. * * Arguments: * 0: Body * 1: Unit * * Return Value: * None * * Example: * [crew cursorObject select 0, player] call ace_interaction_fnc_pullOutBody * * Public: No */ params ["_body", "_unit"]; private _vehicle = objectParent _body; // vehicle command doesn't work for dead // get target crew properties private ["_cargoIndex", "_turretPath"]; private _cargoNumber = -1; { if ("cargo" == _x select 1) then { INC(_cargoNumber); }; if (_body == _x select 0) exitWith { _cargoIndex = _x select 2; _turretPath = _x select 3; }; } forEach fullCrew [_vehicle, "", true]; TRACE_3("",_cargoIndex,_cargoNumber,_turretPath); private _preserveEngineOn = false; // first get in to target seat if (_turretPath isNotEqualTo []) then { _unit action ["GetInTurret", _vehicle, _turretPath]; } else { if (_cargoIndex > -1) then { _unit action ["GetInCargo", _vehicle, _cargoNumber]; } else { _unit action ["GetInDriver", _vehicle]; _preserveEngineOn = isEngineOn _vehicle; }; }; // then get out [ {(_this select 0) in (_this select 1)}, { params ["_unit", "_vehicle", "_preserveEngineOn"]; TRACE_3("",_unit,_vehicle,_preserveEngineOn); _unit action ["GetOut", _vehicle]; if (_preserveEngineOn) then { [{isNull driver _this}, {_this engineOn true}, _vehicle] call CBA_fnc_waitUntilAndExecute; }; }, [_unit, _vehicle, _preserveEngineOn] ] call CBA_fnc_waitUntilAndExecute;