ACE3/addons/captives/functions/fnc_doLoadCaptive.sqf
Ozan Eğitmen 45a66ccfa1 Medical & Captive Load Menu Overhaul (#5519)
* Add load in child actions to medical & captive

* Add actions with proper structure

* Move vehicles actions code to common function

* Simplify code in config, Fix docs

* Remove unused vars

* Fix header example

* Add _distance param to fnc_nearestVehiclesFreeSeat

* Change docs

* Fix spacing
2017-09-29 22:00:47 +02:00

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/*
* Author: commy2
* Unit loads the target object into a vehicle. (logic same as canLoadCaptive)
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
* 1: A captive. objNull for the first escorted captive <OBJECT>
* 2: Vehicle to load the captive into. objNull for the nearest vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob, tom, car] call ace_captives_fnc_doLoadCaptive
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target", "_vehicle"];
if (isNull _target && {_unit getVariable [QGVAR(isEscorting), false]}) then {
// Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if (isNull _target || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {WARNING("");};
if (isNull _vehicle) then {
// Looking at a captive unit, get nearest vehicle with valid seat:
_vehicle = (_target call EFUNC(common,nearestVehiclesFreeSeat)) param [0, objNull];
} else {
// We have a vehicle picked, make sure it has empty seats:
if (_vehicle emptyPositions "cargo" == 0 && {_vehicle emptyPositions "gunner" == 0}) then {
_vehicle = objNull;
};
};
if (isNull _vehicle) exitWith {WARNING("Could not find vehicle to load captive");};
_unit setVariable [QGVAR(isEscorting), false, true];
[QGVAR(moveInCaptive), [_target, _vehicle], [_target]] call CBA_fnc_targetEvent;