/* * Author: ViperMaul * Unload a person from a vehicle, local * * Arguments: * 0: unit * * Return Value: * Returns true if succesfully unloaded person * * Public: No */ //#define DEBUG_MODE_FULL #include "script_component.hpp" #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) private ["_loaded", "_emptyPos"]; PARAMS_2(_unit,_vehicle); if (driver _vehicle == _unit) exitwith {TRACE_1("Exiting on Failed Driver Check", driver _vehicle == _unit); false;}; TRACE_1("Vehicle Check", driver _vehicle == _unit); if !(speed _vehicle <1 && (((getPos _vehicle) select 2) < 2)) exitwith {TRACE_1("Exiting on Failed speed check", getPosASL _vehicle == _unit); false;}; TRACE_1("getPosASL Vehicle Check", getPos _vehicle); _emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, typeof _unit]); if (count _emptyPos == 0) exitwith {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]; [ { private "_anim"; PARAMS_2(_unit,_emptyPos); _unit setPosASL (_emptyPos call EFUNC(common,PositiontoASL)); if (!([_unit] call FUNC(isAwake))) then { TRACE_1("Check if isAwake", [_unit] call FUNC(isAwake)); if (driver _unit == _unit) then { _anim = [_unit] call EFUNC(common,getDeathAnim); [_unit, _anim, 1, true] call EFUNC(common,doAnimation); [{ _unit = _this select 0; _anim = _this select 1; if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { [_unit, _anim, 2, true] call EFUNC(common,doAnimation); }; }, [_unit, _anim], 0.5, 0] call EFUNC(common,waitAndExecute); }; }; },[_unit,_emptyPos], 0.5, 0] call EFUNC(common,waitAndExecute); [_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide); _loaded = _vehicle getvariable [QGVAR(loaded_persons),[]]; _loaded = _loaded - [_unit]; _vehicle setvariable [QGVAR(loaded_persons),_loaded,true]; true