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84 lines
2.7 KiB
Plaintext
84 lines
2.7 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 with the item loaded <OBJECT>
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* 2: Unloading position <ARRAY>
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* 3: If the object was deployed <BOOL>
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* 4: Object's direction, used when deployed <NUMBER>
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*
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* Return Value:
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* Object that was unloaded <OBJECT>
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*
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* Example:
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* ["ACE_Wheel", cursorObject, getPos player, false] call ace_cargo_fnc_unload
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*
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* Public: No
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*/
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params ["_item", "_vehicle", "_posAGL", "_deployed", "_direction"];
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// Unload item from cargo
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private _loaded = _vehicle getVariable [QGVAR(loaded), []];
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_loaded deleteAt (_loaded find _item);
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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// Update cargo space remaining
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private _cargoSpace = _vehicle call FUNC(getCargoSpaceLeft);
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_vehicle setVariable [QGVAR(space), _cargoSpace + (_item call FUNC(getSizeItem)), true];
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private _object = _item;
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if (_object isEqualType objNull) then {
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if (isNull isVehicleCargo _object) then {
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detach _object;
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// If player unloads via deployment, set direction first, then unload
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if (_deployed) then {
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[QGVAR(setDirAndUnload), [_object, _posAGL, _direction], _object] call CBA_fnc_targetEvent;
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} else {
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[QGVAR(serverUnload), [_object, _posAGL]] call CBA_fnc_serverEvent;
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};
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if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
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// Get which curators had this object as editable
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private _objectCurators = _object getVariable [QGVAR(objectCurators), []];
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if (_objectCurators isEqualTo []) exitWith {};
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[QEGVAR(zeus,addObjects), [[_object], _objectCurators]] call CBA_fnc_serverEvent;
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};
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private _cargoNet = _object getVariable [QGVAR(cargoNet), objNull];
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// Delete cargo net if no items remain on it
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if (
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!isNull _cargoNet &&
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{(_loaded findIf {_x isEqualType objNull && {_x getVariable [QGVAR(cargoNet), objNull] == _cargoNet}}) == -1}
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) then {
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objNull setVehicleCargo _cargoNet;
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deleteVehicle _cargoNet;
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};
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} else {
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objNull setVehicleCargo _object;
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_object setPosASL (AGLtoASL _posAGL);
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};
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} else {
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_object = createVehicle [_item, _posAGL, [], 0, "NONE"];
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// If player unloads via deployment, set direction. Must happen before setPosASL command according to wiki
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if (_deployed) then {
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_object setDir _direction;
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};
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_object setPosASL (AGLtoASL _posAGL);
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[QEGVAR(common,fixCollision), _object] call CBA_fnc_localEvent;
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[QEGVAR(common,fixPosition), _object] call CBA_fnc_localEvent;
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};
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_object
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