mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
/**
|
|
* fn_makeCopyOfBody_f.sqf
|
|
* @Descr: Makes a copy of a dead body. For handling dead bodies for actions such as load and carry.
|
|
* @Author: Glowbal
|
|
*
|
|
* @Arguments: [oldBody OBJECT, caller OBJECT]
|
|
* @Return: newUnit OBJECT Returns the copy of the unit. If no copy could be made, returns the oldBody
|
|
* @PublicAPI: false
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
private ["_oldBody","_newUnit","_class","_group","_position","_side","_allVariables"];
|
|
_oldBody = _this select 0;
|
|
_caller = _this select 1;
|
|
|
|
if (alive _oldBody) exitwith {_oldBody}; // we only want to do this for dead bodies
|
|
_name = _oldBody getvariable [QGVAR(name),"unknown"];
|
|
_class = typeof _oldBody;
|
|
_side = side _caller;
|
|
_group = createGroup _side;
|
|
_position = getPos _oldBody;
|
|
|
|
_newUnit = _group createUnit [typeof _oldBody, _position, [], 0, "NONE"];
|
|
|
|
_allVariables = [_oldBody] call FUNC(getAllDefinedSetVariables);
|
|
// [NAME (STRING), TYPENAME (STRING), VALUE (ANY), DEFAULT GLOBAL (BOOLEAN)]
|
|
{
|
|
[_newUnit,_x select 0, _x select 2] call FUNC(setDefinedVariable);
|
|
}foreach _allVariables;
|
|
_newUnit setVariable [QGVAR(name),_name,true];
|
|
|
|
_newUnit disableAI "TARGET";
|
|
_newUnit disableAI "AUTOTARGET";
|
|
_newUnit disableAI "MOVE";
|
|
_newUnit disableAI "ANIM";
|
|
_newUnit disableAI "FSM";
|
|
_newUnit setvariable [QGVAR(isDead),true,true];
|
|
|
|
removeallweapons _newUnit;
|
|
removeallassigneditems _newUnit;
|
|
removeUniform _newUnit;
|
|
removeHeadgear _newUnit;
|
|
removeBackpack _newUnit;
|
|
removeVest _newUnit;
|
|
|
|
_newUnit addHeadgear (headgear _oldBody);
|
|
_newUnit addBackpack (backpack _oldBody);
|
|
clearItemCargoGlobal (backpackContainer _newUnit);
|
|
clearMagazineCargoGlobal (backpackContainer _newUnit);
|
|
clearWeaponCargoGlobal (backpackContainer _newUnit);
|
|
|
|
_newUnit addVest (vest _oldBody);
|
|
clearItemCargoGlobal (backpackContainer _newUnit);
|
|
clearMagazineCargoGlobal (backpackContainer _newUnit);
|
|
clearWeaponCargoGlobal (backpackContainer _newUnit);
|
|
|
|
_newUnit addUniform (uniform _oldBody);
|
|
clearItemCargoGlobal (backpackContainer _newUnit);
|
|
clearMagazineCargoGlobal (backpackContainer _newUnit);
|
|
clearWeaponCargoGlobal (backpackContainer _newUnit);
|
|
|
|
{_newUnit addMagazine _x} count (magazines _oldBody);
|
|
{_newUnit addWeapon _x} count (weapons _oldBody);
|
|
{_newUnit addItem _x} count (items _oldBody);
|
|
|
|
_newUnit selectWeapon (primaryWeapon _newUnit);
|
|
//_newUnit playMoveNow ([_newUnit] call FUNC(getDeathAnim));
|
|
|
|
deleteVehicle _oldBody;
|
|
|
|
// TODO sometimes the old body does not get cleaned up properly. Look into garbage collection.
|
|
|
|
_newUnit setDamage 0.9;
|
|
_newUnit |