#include "script_component.hpp" /* * Author: Glowbal * Load a person, local * * Arguments: * 0: unit to be loaded * 1: vehicle that will beloaded * 2: caller that will load * * Return Value: * None * * Example: * [bob, car, kevin] call ace_common_fnc_loadPersonLocal * * Public: Yes */ params ["_unit", "_vehicle", "_caller"]; // if (!alive _unit) then { // _unit = [_unit, _caller] call makeCopyOfBody; //func does not exist // }; private _slotsOpen = false; if (_vehicle emptyPositions "cargo" > 0) then { _unit moveInCargo _vehicle; _slotsOpen = true; } else { if (_vehicle emptyPositions "gunner" > 0) then { _unit moveInGunner _vehicle; _slotsOpen = true; }; }; if (_slotsOpen) then { private _loaded = _vehicle getVariable [QGVAR(loaded_persons),[]]; _loaded pushBack _unit; _vehicle setVariable [QGVAR(loaded_persons), _loaded, true]; if !([_unit] call FUNC(isAwake)) then { [{ (_this select 0) params ["_unit", "_vehicle"]; // wait until the unit is in the vehicle if (vehicle _unit != _vehicle) exitWith { // kill this pfh if either one is deleted if (isNull _unit || isNull _vehicle) then { [_this select 1] call CBA_fnc_removePerFrameHandler; }; }; _unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, animationState _unit]]; [_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation); [_this select 1] call CBA_fnc_removePerFrameHandler; }, 0.5, [_unit, _vehicle]] call CBA_fnc_addPerFrameHandler; }; };