ACE3/addons/repair/functions/fnc_spawnObject.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Spawns an object of specified string, at specified position with specified damage taken.
*
* Arguments:
* 0: Item classname <STRING>
* 1: Position ASL <ARRAY>
* 2: Damage <NUMBER>
*
* Return Value:
* The new object <OBJECT>
*
* Example:
* ["classname", [0, 0, 0], 1] call ace_repair_fnc_spawnObject
*
* Public: No
*/
params ["_item", "_position", ["_damage", 0]];
TRACE_3("params",_item,_position,_damage);
// randomized end position
_position = _position vectorAdd [1 - random 2, 1 - random 2, 0];
private _newObject = createVehicle [_item, _position, [], 0, "NONE"];
_newObject setPosASL _position;
_newObject setDamage _damage;
[QEGVAR(common,fixCollision), _newObject] call CBA_fnc_localEvent;
[QEGVAR(common,fixPosition), _newObject] call CBA_fnc_localEvent;
_newObject