ACE3/addons/medical/functions/fnc_copyDeadBody.sqf
2015-03-14 09:48:16 +01:00

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/*
* 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:
* OBJECT Returns the copy of the unit. If no copy could be made, returns the oldBody
*
* Public: No
*/
#include "script_component.hpp"
private ["_oldBody","_newUnit","_class","_group","_position","_side","_allVariables"];
_oldBody = _this select 0;
_caller = _this select 1;
if (alive _oldBody) exitwith {_oldBody}; // we only want to do this for dead bodies
_name = _oldBody getvariable ["ACE_name", "unknown"];
_class = typeof _oldBody;
_side = side _caller;
_group = createGroup _side;
_position = getPos _oldBody;
_newUnit = _group createUnit [typeof _oldBody, _position, [], 0, "NONE"];
_allVariables = [_oldBody] call EFUNC(common,getAllDefinedSetVariables);
// [NAME (STRING), TYPENAME (STRING), VALUE (ANY), DEFAULT GLOBAL (BOOLEAN)]
{
[_newUnit,_x select 0, _x select 2] call EFUNC(common,setDefinedVariable);
}foreach _allVariables;
_allVars = allVariables _oldBody;
_public = !(local _oldBody);
{
_newUnit setvariable [_x, (_oldBody getvariable _x), false];
}foreach _allVars;
// find the remaining variables?
if !(_public) then {
// exec on server?
} else {
// Exec on client
};
_newUnit setVariable ["ACE_name", _name, true];
_newUnit disableAI "TARGET";
_newUnit disableAI "AUTOTARGET";
_newUnit disableAI "MOVE";
_newUnit disableAI "ANIM";
_newUnit disableAI "FSM";
_newUnit setvariable ["ACE_isDead", true, true];
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);
// TODO sometimes the old body does not get cleaned up properly. Look into garbage collection.
deleteVehicle _oldBody;
_newUnit setDamage 0.89;
_newUnit