/* * Author: commy2 * Handles when a captive unit gets out of a vehicle. * * Arguments: * 0: _vehicle * 1: dunno * 2: _unit * * Return Value: * The return value * * Example: * [car2, x, player] call ACE_captives_fnc_handleGetOut * * Public: No */ #include "script_component.hpp" params ["_vehicle", "", "_unit"]; TRACE_2("params",_vehicle,_unit); if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then { private _cargoIndex = _unit getVariable [QGVAR(CargoIndex), -1]; if (_cargoIndex != -1) then { //If captive was not "unloaded", then move them back into the vehicle. TRACE_1("forcing back into vehicle",_cargoIndex); _unit moveInCargo [_vehicle, _cargoIndex]; } else { //Getting out of vehicle: [_unit, "ACE_AmovPercMstpScapWnonDnon", 2] call EFUNC(common,doAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); }; };