/** * fn_unloadPerson_f.sqf * @Descr: Unload a person from a vehicle * @Author: Glowbal * * @Arguments: [caller OBJECT, unit OBJECT] * @Return: BOOL Returns true if succesfully unloaded person * @PublicAPI: true */ #include "script_component.hpp" #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson_F)) private ["_caller", "_unit","_vehicle", "_loaded"]; _caller = [_this, 0, ObjNull,[ObjNull]] call BIS_fnc_Param; _unit = [_this, 1, ObjNull,[ObjNull]] call BIS_fnc_Param; _vehicle = vehicle _unit; if (_vehicle == _unit) exitwith {false;}; if !(speed _vehicle <1 && (((getpos _vehicle) select 2) < 2)) exitwith {false;}; if (!([_caller] call FUNC(isAwake))) exitwith{false;}; moveOut _unit; unassignVehicle _unit; if (!alive _unit) then { _unit action ["Eject", vehicle _unit]; }; [_unit, false, GROUP_SWITCH_ID, side group _caller] call FUNC(switchToGroupSide_f); _loaded = _vehicle getvariable [QGVAR(loaded_persons_F),[]]; _loaded = _loaded - [_unit]; _vehicle setvariable [QGVAR(loaded_persons_F),_loaded,true]; if (!([_unit] call FUNC(isAwake))) then { _handle = [_unit,_vehicle] spawn { private ["_unit","_vehicle"]; _unit = _this select 0; _vehicle = _this select 1; waituntil {vehicle _unit != _vehicle}; [_unit,([_unit] call FUNC(getDeathAnim)), 1, true] call FUNC(doAnimation); [format["Unit should move into death anim: %1", _unit]] call FUNC(debug); }; } else { if ([_unit] call FUNC(isArrested)) then { _handle = [_unit,_vehicle] spawn { _unit = _this select 0; _vehicle = _this select 1; waituntil {vehicle _unit != _vehicle}; [_unit,"UnaErcPoslechVelitele2", 1] call FUNC(doAnimation); [format["Unit should move into arrested anim: %1", _unit]] call FUNC(debug); }; } else { [format["Unit should move into normal anim: %1", _unit]] call FUNC(debug); }; }; true;