/* * Author: ViperMaul * Unload a person from a vehicle, local * * Arguments: * 0: unit to unload * 1: Vehicle * 2: Unloader (player) * * Return Value: * Returns true if succesfully unloaded person * * Public: No */ #include "script_component.hpp" #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) params ["_unit", "_vehicle", ["_unloader", objNull]]; TRACE_3("params",_unit,_vehicle,_unloader); //This covers testing vehicle stability and finding a safe position private _emptyPos = [_vehicle, (typeOf _unit), _unloader] call EFUNC(common,findUnloadPosition); TRACE_1("findUnloadPosition",_emptyPos); if (count _emptyPos != 3) exitwith { ACE_LOGWARNING_4("Could not find unload pos %1-ASL: %2 isTouchingGround: %3 Speed: %4",_vehicle, getPosASL _vehicle, isTouchingGround _vehicle, speed _vehicle); if ((!isNull _unloader) && {[_unloader] call FUNC(isPlayer)}) then { //display text saying there are no safe places to exit the vehicle ["displayTextStructured", [_unloader], [localize LSTRING(NoRoomToUnload)]] call FUNC(targetEvent); }; false }; 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] call FUNC(waitAndExecute); }; }; }, [_unit, _emptyPos], 0.5] 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