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b8a9376a65
* add colored bodybags * fix dogtags, add icons, revert item model to original * Retexture ace's item model * Keep original vehicle classname * Update fnc_placeInBodyBagOrGrave.sqf * fix displayName --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
76 lines
2.4 KiB
Plaintext
76 lines
2.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal, drofseh
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* Places a dead body inside a body bag or grave.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* - 0: Medic <OBJECT>
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* - 1: Patient <OBJECT>
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* 1: Resting Place Classname <STRING>
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* 2: Offset <ARRAY> (default: [0,0,0])
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* 3: Rotation <NUMBER> (default: 0)
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* 4: Is Grave <BOOL> (default: false)
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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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* [[player, cursorObject], "ACE_bodyBagObject_blue"] call ace_medical_treatment_fnc_placeInBodyBagOrGrave
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*
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* Public: No
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*/
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params ["_args", "_restingPlaceClass", ["_offset", [0,0,0]], ["_rotation", 0], ["_isGrave", false]];
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_args params ["_medic", "_patient"];
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TRACE_1("placeInBodyBagOrGrave",_patient);
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private _isHuman = _patient isKindOf "CaManBase";
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if (_isHuman && {!local _patient}) exitWith {
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TRACE_1("Calling where local",local _patient);
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[QGVAR(placeInBodyBagOrGrave), _this, _patient] call CBA_fnc_targetEvent;
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};
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if (_isHuman && {alive _patient}) then {
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TRACE_1("Manually killing with setDead",_patient);
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[_patient, "buried_alive", _medic] call EFUNC(medical_status,setDead);
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};
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private _position = getPosASL _patient;
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private _direction = 0;
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if (_isHuman) then {
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private _headPos = _patient modelToWorldVisual (_patient selectionPosition "head");
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private _spinePos = _patient modelToWorldVisual (_patient selectionPosition "Spine3");
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_direction = (_headPos vectorFromTo _spinePos) call CBA_fnc_vectDir;
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} else {
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_direction = getDir _patient;
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};
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// apply adjustments
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_position = _position vectorAdd _offset;
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_direction = _direction + _rotation;
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// Move the body away so it won't collide with the body bag object
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// This setPosASL seems to need to be called where the unit is local
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_patient setPosASL [-5000, -5000, 0];
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private _restingPlace = objNull;
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if (_restingPlaceClass != "") then {
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// Create the body bag object, set its position to prevent it from flipping
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_restingPlace = createVehicle [_restingPlaceClass, [0, 0, 0], [], 0, "NONE"];
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_restingPlace setPosASL _position;
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_restingPlace setDir _direction;
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_restingPlace setVectorUp surfaceNormal _position;
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};
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// Server will handle hiding and deleting the body
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// Keep event name as body bag only to avoid breaking things for others
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["ace_placedInBodyBag", [_patient, _restingPlace, _isGrave]] call CBA_fnc_globalEvent;
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if (_isGrave) then {
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["ace_placedInGrave", [_patient, _restingPlace]] call CBA_fnc_globalEvent;
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};
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