/* * Author: ViperMaul * Unload a person from a vehicle, local * * Arguments: * 0: unit * * Return Value: * Returns true if succesfully unloaded person * * Public: No */ #include "script_component.hpp" #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) params ["_unit", "_vehicle"]; TRACE_2("params",_unit,_vehicle); private _validVehiclestate = true; private _emptyPos = []; if (_vehicle isKindOf "Ship") then { if (speed _vehicle > 1 || {getPos _vehicle select 2 > 2}) then { _validVehiclestate = false; }; TRACE_1("SHIP Ground Check",getPos _vehicle); _emptyPos = (ASLToAGL getPosASL _vehicle) findEmptyPosition [0, 13, typeOf _unit]; // TODO: if spot is underwater pick another spot. } else { if (_vehicle isKindOf "Air") then { if (speed _vehicle > 1 || {!isTouchingGround _vehicle}) then { _validVehiclestate = false; }; TRACE_1("Vehicle Ground Check",isTouchingGround _vehicle); _emptyPos = ASLToAGL getPosASL _vehicle; _emptyPos = _emptyPos vectorAdd [random 10 - 5, random 10 - 5, 0]; } else { if (speed _vehicle > 1 || {getPos _vehicle select 2 > 2}) then { _validVehiclestate = false; }; TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle); _emptyPos = (ASLToAGL getPosASL _vehicle) findEmptyPosition [0, 13, typeOf _unit]; }; }; TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle); if !(_validVehiclestate) exitWith { ACE_LOGWARNING_4("Unable to unload patient because invalid (%1) vehicle state. Either moving or Not close enough on the ground. position: %2 isTouchingGround: %3 Speed: %4",_vehicle,getPos _vehicle,isTouchingGround _vehicle,speed _vehicle); false }; if (count _emptyPos == 0) exitWith { ACE_LOGWARNING_1("No safe empty spots to unload patient. %1",_emptyPos); false }; //consider displaying text saying there are no safe places to exit the vehicle unassignVehicle _unit; [_unit] orderGetIn false; TRACE_1("Ejecting", alive _unit); _unit action ["Eject", vehicle _unit]; [{ params ["_unit", "_emptyPos"]; _unit setPosASL AGLToASL _emptyPos; if !([_unit] call FUNC(isAwake)) then { TRACE_1("Check if isAwake", [_unit] call FUNC(isAwake)); if (driver _unit == _unit) then { private _anim = [_unit] call FUNC(getDeathAnim); [_unit, _anim, 1, true] call FUNC(doAnimation); [{ _unit = _this select 0; _anim = _this select 1; if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { [_unit, _anim, 2, true] call FUNC(doAnimation); }; }, [_unit, _anim], 0.5, 0] call FUNC(waitAndExecute); }; }; }, [_unit, _emptyPos], 0.5, 0] call FUNC(waitAndExecute); [_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide); private _loaded = _vehicle getVariable [QGVAR(loaded_persons),[]]; _loaded deleteAt (_loaded find _unit); _vehicle setVariable [QGVAR(loaded_persons), _loaded, true]; true