ACE3/addons/attach/functions/fnc_detach.sqf
voiperr fedad7f8f7 Ace_Chemlights (Chemlight Enhancements) (#3921)
* Add ace_chemlights.
Make chemlight intensity and dropoff more realistic.
Add orange, white, IR chemlights.
Add chemlight shields.
Make chemlight impact sounds more realistic.

* Moved impact sound changes to a different branch.

* Used QPATHTOF. Fixed scopes. Used initServer. Reduced lifetime duration.
Checked privates.

* Stringtable: 5 minute.

* Blue lifetime. Removed ref to deprecated function

* Use proper magazine macro. Add new chemlights to Misc box.
2016-08-27 10:19:39 +02:00

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/*
* Author: eRazeri and esteldunedain
* Detach an item from a unit
*
* Arguments:
* 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
* 1: unit doing the detaching (player) <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [car, bob] call ace_attach_fnc_detach
*
* Public: No
*/
#include "script_component.hpp"
params ["_attachToVehicle","_unit"],
TRACE_2("params",_attachToVehicle,_unit);
private ["_attachedList", "_itemDisplayName", "_attachedObject", "_attachedIndex", "_itemName", "_minDistance", "_isChemlight"];
_attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachedObject = objNull;
_attachedIndex = -1;
_itemName = "";
//Find closest attached object
_minDistance = 1000;
{
_x params ["_xObject", "_xItemName"];
if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
_minDistance = ((getPos _unit) distance2d (getPos _xObject));
_attachedObject = _xObject;
_itemName = _xItemName;
_attachedIndex = _forEachIndex;
};
} forEach _attachedList;
// Check if unit has an attached item
if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
// Check if item is a chemlight
_isChemlight = _attachedObject isKindOf "Chemlight_base";
// Exit if can't add the item
if (!(_unit canAdd _itemName) && {!_isChemlight}) exitWith {
[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
};
// Add item to inventory (unless it's a chemlight)
if (!_isChemlight) then {
_unit addItem _itemName;
};
if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
detach _attachedObject;
_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
// Delete attached item after 0.5 seconds
[{deleteVehicle (_this select 0)}, [_attachedObject], 2] call CBA_fnc_waitAndExecute;
} else {
//handle any objects that may be attached to the object
{
detach _x;
deleteVehicle _x;
} forEach (attachedObjects _attachedObject);
// Delete attached item
detach _attachedObject;
deleteVehicle _attachedObject;
};
// Reset unit variables
_attachedList deleteAt _attachedIndex;
_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
// Display message
_itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
if (_itemDisplayName == "") then {
_itemDisplayName = getText (configFile >> "CfgMagazines" >> _itemName >> "displayName");
};
[format [localize LSTRING(Item_Detached), _itemDisplayName]] call EFUNC(common,displayTextStructured);