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