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87 lines
2.8 KiB
Plaintext
87 lines
2.8 KiB
Plaintext
/*
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* Author: eRazeri and esteldunedain
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* Detach an item from a unit
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*
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* Arguments:
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* 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
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* 1: unit doing the detaching (player) <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [car, bob] call ace_attach_fnc_detach
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_2(_attachToVehicle,_unit);
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private ["_attachedObjects", "_attachedItems"];
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_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
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_attachedItems = _attachToVehicle getVariable [QGVAR(ItemNames), []];
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private ["_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_unitPos", "_objectPos"];
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_attachedObject = objNull;
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_attachedIndex = -1;
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_itemName = "";
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//Find closest attached object
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_minDistance = 1000;
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_unitPos = getPos _unit;
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_unitPos set [2,0];
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{
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_objectPos = getPos _x;
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_objectPos set [2, 0];
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if (_objectPos distance _unitPos < _minDistance) then {
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_minDistance = _objectPos distance _unitPos;
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_attachedObject = _x;
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_itemName = _attachedItems select _forEachIndex;
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_attachedIndex = _forEachIndex;
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};
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} forEach _attachedObjects;
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// Check if unit has an attached item
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if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
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// Exit if can't add the item
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if !(_unit canAdd _itemName) exitWith {
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[localize "STR_ACE_Attach_Inventory_Full"] call EFUNC(common,displayTextStructured);
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};
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// Add item to inventory
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_unit addItem _itemName;
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if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
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// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
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detach _attachedObject;
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_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
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// Delete attached item after 0.5 seconds
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[{deleteVehicle (_this select 0)}, [_attachedObject], 0.5, 0] call EFUNC(common,waitAndExecute);
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} else {
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// Delete attached item
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deleteVehicle _attachedObject;
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};
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// Reset unit variables
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_attachedObjects deleteAt _attachedIndex;
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_attachedItems deleteAt _attachedIndex;
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_attachToVehicle setVariable [QGVAR(Objects), _attachedObjects, true];
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_attachToVehicle setVariable [QGVAR(ItemNames), _attachedItems, true];
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// Display message
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switch (true) do {
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case (_itemName == "ACE_IR_Strobe_Item") : {
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[localize "STR_ACE_Attach_IrStrobe_Detached"] call EFUNC(common,displayTextStructured);
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};
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case (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) : {
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[localize "STR_ACE_Attach_IrGrenade_Detached"] call EFUNC(common,displayTextStructured);
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};
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case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]) : {
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[localize "STR_ACE_Attach_Chemlight_Detached"] call EFUNC(common,displayTextStructured);
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};
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};
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