ACE3/addons/medical/functions/fnc_copyDeadBody.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Makes a copy of a dead body. For handling dead bodies for actions such as load and carry.
*
* Arguments:
* 0: The oldbody <OBJECT>
* 1: The caller <OBJECT>
*
* Return Value:
* Returns the copy of the unit. If no copy could be made, returns the oldBody <OBJECT>
*
* Example:
* [bob, kevin] call ACE_medical_fnc_copyDeadBody
*
* Public: No
*/
params ["_oldBody", "_caller"];
if (alive _oldBody) exitWith {_oldBody}; // we only want to do this for dead bodies
private _name = _oldBody getVariable ["ACE_name", "unknown"];
private _class = typeOf _oldBody;
private _side = side _caller;
private _group = createGroup _side;
private _position = getPos _oldBody;
private _newUnit = _group createUnit [typeOf _oldBody, _position, [], 0, "NONE"];
_newUnit setVariable ["ACE_name", _name, true];
_newUnit disableAI "TARGET";
_newUnit disableAI "AUTOTARGET";
_newUnit disableAI "MOVE";
_newUnit disableAI "ANIM";
_newUnit disableAI "FSM";
removeallweapons _newUnit;
removeallassigneditems _newUnit;
removeUniform _newUnit;
removeHeadgear _newUnit;
removeBackpack _newUnit;
removeVest _newUnit;
_newUnit addHeadgear (headgear _oldBody);
_newUnit addBackpack (backpack _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
_newUnit addVest (vest _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
_newUnit addUniform (uniform _oldBody);
clearItemCargoGlobal (backpackContainer _newUnit);
clearMagazineCargoGlobal (backpackContainer _newUnit);
clearWeaponCargoGlobal (backpackContainer _newUnit);
{_newUnit addMagazine _x} count (magazines _oldBody);
{_newUnit addWeapon _x} count (weapons _oldBody);
{_newUnit addItem _x} count (items _oldBody);
_newUnit selectWeapon (primaryWeapon _newUnit);
// We are attaching the old unit and hiding it, so we can keep the original unit until later.
_oldBody attachTo [_newUnit, [0,0,0]];
if (isMultiplayer) then {
hideObjectGlobal _oldBody;
} else {
hideObject _oldBody;
};
_newUnit setVariable [QGVAR(copyOfUnit), _oldBody, true];
_oldBody setVariable [QGVAR(hasCopy), _newUnit, true];
_newUnit setVariable ["ACE_isDead", true, true];
_newUnit setVariable ["ACE_isUnconscious", true, true];
_newUnit setVariable [QGVAR(disableInteraction), true, true];
_oldBody setVariable [QGVAR(disableInteraction), true, true];
[_newUnit, 0.89] call FUNC(setStructuralDamage);
_newUnit;