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711e1fc026
* Fix Magazine Repack underwater - fix #5513 Also prevent common goKneeling function underwater * Fix loading patients underwater - fix #5515 * Fix load object underwater * Fix take nozzle on jerry can underwater * Fix refuel underwater conditions further * Use isTouchingGround, Make refuel semi-compatible reports false if head is out of the water, we want true even if we are not diving * Less interact exceptions duplication * Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround * Fix condition * Support dragging underwater No carrying due to animation timing issues and other misc things * Allow Medical Legs SelfActions underwater * Fix fixPosition function underwater (use getPosATL instead of getPos) * Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
37 lines
1.1 KiB
Plaintext
37 lines
1.1 KiB
Plaintext
/*
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* Author: Glowbal
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* Loads a specified unit into any nearby vehicle, or _vehicle parameter.
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*
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* Arguments:
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* 0: Unit that will load <OBJECT>
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* 1: Unit to be loaded <OBJECT>
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* 2: Vehicle that the unit will be loaded in <OBJECT> (default: objNull)
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*
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* Return Value:
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* Vehicle that the unitToBeloaded has been loaded in. Returns objNull if function failed <OBJECT>
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*
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* Example:
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* [bob, kevin] call ace_common_fnc_loadPerson
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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#define GROUP_SWITCH_ID QFUNC(loadPerson)
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params ["_caller", "_unit", ["_vehicle", objNull]];
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if (!([_caller, _unit, ["isNotDragging", "isNotCarrying", "isNotSwimming"]] call FUNC(canInteractWith)) || {_caller == _unit}) exitWith {_vehicle};
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// Try to use nearest vehicle if a vehicle hasn't been supplied
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if (isNull _vehicle) then {
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_vehicle = ([_unit] call FUNC(nearestVehiclesFreeSeat)) param [0, objNull];
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};
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if (!isNull _vehicle) then {
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[_unit, true, GROUP_SWITCH_ID, side group _caller] call FUNC(switchToGroupSide);
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["ace_loadPersonEvent", [_unit, _vehicle, _caller], _unit] call CBA_fnc_targetEvent;
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};
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_vehicle
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