mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e2ac18a05d
* 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
64 lines
1.7 KiB
Plaintext
64 lines
1.7 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: Glowbal
|
|
* Load a person, local
|
|
*
|
|
* Arguments:
|
|
* 0: unit to be loaded <OBJECT>
|
|
* 1: vehicle that will beloaded <OBJECT>
|
|
* 2: caller that will load <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [bob, car, kevin] call ace_common_fnc_loadPersonLocal
|
|
*
|
|
* Public: Yes
|
|
*/
|
|
|
|
params ["_unit", "_vehicle", "_caller"];
|
|
|
|
// if (!alive _unit) then {
|
|
// _unit = [_unit, _caller] call makeCopyOfBody; //func does not exist
|
|
// };
|
|
|
|
private _slotsOpen = false;
|
|
|
|
if (_vehicle emptyPositions "cargo" > 0) then {
|
|
_unit moveInCargo _vehicle;
|
|
_slotsOpen = true;
|
|
} else {
|
|
if (_vehicle emptyPositions "gunner" > 0) then {
|
|
_unit moveInGunner _vehicle;
|
|
_slotsOpen = true;
|
|
};
|
|
};
|
|
|
|
if (_slotsOpen) then {
|
|
private _loaded = _vehicle getVariable [QGVAR(loaded_persons),[]];
|
|
_loaded pushBack _unit;
|
|
|
|
_vehicle setVariable [QGVAR(loaded_persons), _loaded, true];
|
|
|
|
if !([_unit] call FUNC(isAwake)) then {
|
|
[{
|
|
(_this select 0) params ["_unit", "_vehicle"];
|
|
|
|
// wait until the unit is in the vehicle
|
|
if (vehicle _unit != _vehicle) exitWith {
|
|
// kill this pfh if either one is deleted
|
|
if (isNull _unit || isNull _vehicle) then {
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
};
|
|
|
|
_unit setVariable [QEGVAR(medical,vehicleAwakeAnim), [_vehicle, animationState _unit]];
|
|
|
|
[_unit, [_unit] call FUNC(getDeathAnim), 1, true] call FUNC(doAnimation);
|
|
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
}, 0.5, [_unit, _vehicle]] call CBA_fnc_addPerFrameHandler;
|
|
};
|
|
};
|