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* General - Replace toLower with toLowerANSI where applicable * whoops Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/repair/functions/fnc_setHitPointDamage.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/repair/dev/draw_showRepairInfo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleCookoff.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * comparment -> compartment * Update fnc_showHud.sqf * Update fnc_registerObjects.sqf * Update addons/common/functions/fnc_cbaSettings_settingChanged.sqf --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
89 lines
2.7 KiB
Plaintext
89 lines
2.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: eRazeri and esteldunedain
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* Detach an item from a unit
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*
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* Arguments:
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* 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
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* 1: unit doing the detaching (player) <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [car, bob] call ace_attach_fnc_detach
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*
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* Public: No
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*/
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params ["_attachToVehicle","_unit"];
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TRACE_2("params",_attachToVehicle,_unit);
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private _attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
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private _attachedObject = objNull;
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private _attachedIndex = -1;
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private _itemName = "";
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//Find closest attached object
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private _minDistance = 1000;
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{
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_x params ["_xObject", "_xItemName"];
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if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
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_minDistance = ((getPos _unit) distance2d (getPos _xObject));
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_attachedObject = _xObject;
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_itemName = _xItemName;
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_attachedIndex = _forEachIndex;
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};
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} forEach _attachedList;
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// Check if unit has an attached item
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if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
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// Check if item is a chemlight
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private _isChemlight = _attachedObject isKindOf "Chemlight_base";
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// Exit if can't add the item
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if (!([_unit, _itemName] call CBA_fnc_canAddItem) && {!_isChemlight}) exitWith {
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[LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured);
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};
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[QGVAR(detaching), [_attachedObject, _itemName, false]] call CBA_fnc_localEvent;
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// Add item to inventory (unless it's a chemlight)
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if (!_isChemlight) then {
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_unit addItem _itemName;
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};
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if (toLowerANSI _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
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// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
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detach _attachedObject;
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_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
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// Delete attached item after 0.5 seconds
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[{deleteVehicle (_this select 0)}, [_attachedObject], 2] call CBA_fnc_waitAndExecute;
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} else {
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//handle any objects that may be attached to the object
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{
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detach _x;
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deleteVehicle _x;
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} forEach (attachedObjects _attachedObject);
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// Delete attached item
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detach _attachedObject;
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deleteVehicle _attachedObject;
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};
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// Reset unit variables
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_attachedList deleteAt _attachedIndex;
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_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
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// Display message
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private _itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
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if (_itemDisplayName == "") then {
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_itemDisplayName = getText (configFile >> "CfgMagazines" >> _itemName >> "displayName");
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};
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[format [localize LSTRING(Item_Detached), _itemDisplayName], 2] call EFUNC(common,displayTextStructured);
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