#include "script_component.hpp" /* * Author: commy2 * Handles when a unit gets in to a vehicle. Release escorted captive when entering a vehicle * * Arguments: * 0: _vehicle * 1: dunno * 2: _unit * * Return Value: * The return value * * Example: * [car2, x, player] call ACE_captives_fnc_handleGetIn * * Public: No */ params ["_vehicle", "","_unit"]; TRACE_2("params",_vehicle,_unit); if (local _unit) then { if (_unit getVariable [QGVAR(isEscorting), false]) then { _unit setVariable [QGVAR(isEscorting), false, true]; }; if (_unit getVariable [QGVAR(isSurrendering), false]) then { [_unit, false] call FUNC(setSurrendered); }; if (_unit getVariable [QGVAR(isHandcuffed), false]) then { //Need to force animation for FFV turrets private _turretPath = []; { _x params ["_xUnit", "", "", "_xTurretPath"]; if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath}; } forEach (fullCrew (vehicle _unit)); if (!(_turretPath isEqualTo [])) then { TRACE_1("Setting FFV Handcuffed Animation",_turretPath); [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation); [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation); }; }; };