ACE3/addons/cargo/functions/fnc_unloadItem.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

61 lines
1.9 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: Glowbal, ViperMaul
* Unload object from vehicle.
*
* Arguments:
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
* 2: Unloader <OBJECT> (default: objNull)
*
* Return Value:
* Object was unloaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_unloadItem
*
* Public: Yes
*/
params ["_item", "_vehicle", ["_unloader", objNull]];
TRACE_3("params",_item,_vehicle,_unloader);
//This covers testing vehicle stability and finding a safe position
private _emptyPosAGL = [_vehicle, _item, _unloader] call EFUNC(common,findUnloadPosition);
TRACE_1("findUnloadPosition",_emptyPosAGL);
if ((count _emptyPosAGL) != 3) exitWith {
TRACE_4("Could not find unload pos",_vehicle,getPosASL _vehicle,isTouchingGround _vehicle,speed _vehicle);
if ((!isNull _unloader) && {_unloader == ACE_player}) then {
//display text saying there are no safe places to exit the vehicle
[localize ELSTRING(common,NoRoomToUnload)] call EFUNC(common,displayTextStructured);
};
false
};
private _loaded = _vehicle getVariable [QGVAR(loaded), []];
if !(_item in _loaded) exitWith {
ERROR_3("Tried to unload item [%1] not in vehicle[%2] cargo[%3]", _item, _vehicle, _loaded);
false
};
_loaded deleteAt (_loaded find _item);
_vehicle setVariable [QGVAR(loaded), _loaded, true];
private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
private _itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), (_space + _itemSize), true];
if (_item isEqualType objNull) then {
detach _item;
// hideObjectGlobal must be executed before setPos to ensure light objects are rendered correctly
// do both on server to ensure they are executed in the correct order
[QGVAR(serverUnload), [_item, _emptyPosAGL]] call CBA_fnc_serverEvent;
} else {
private _newItem = createVehicle [_item, _emptyPosAGL, [], 0, "NONE"];
_newItem setPosASL (AGLtoASL _emptyPosAGL);
};
true