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ac7e398df7
- Paradrop handling is missing - See what items should be able to be loaded via ViV or not
129 lines
4.3 KiB
Plaintext
129 lines
4.3 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Glowbal
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* Starts unloading item selected in the cargo menu.
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*
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* Arguments:
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* 0: Unit doing the unloading <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* player call ace_cargo_fnc_startUnload
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*
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* Public: No
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*/
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params ["_unit"];
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// This can be an object or a classname string
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private _item = GVAR(isViv) call FUNC(getSelectedItem);
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if (isNil "_item") exitWith {};
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if (GVAR(interactionParadrop)) exitWith {
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// Close the cargo menu
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closeDialog 0;
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private _duration = GVAR(paradropTimeCoefficent) * (_item call FUNC(getSizeItem));
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// If drop time is 0, don't show a progress bar
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if (_duration <= 0) exitWith {
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[QGVAR(paradropItem), [_item, GVAR(interactionVehicle)]] call CBA_fnc_localEvent;
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};
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// Start progress bar - paradrop
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// Delay execution by a frame, to avoid progress bar stopping prematurely because of the cargo menu still being open
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[EFUNC(common,progressBar), [
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_duration,
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[_item, GVAR(interactionVehicle)],
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{
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[QGVAR(paradropItem), _this select 0] call CBA_fnc_localEvent;
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},
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{
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params ["", "", "", "_errorCode"];
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if (_errorCode == 3) then { // show warning if we failed because of flight conditions
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[LSTRING(unlevelFlightWarning)] call EFUNC(common,displayTextStructured);
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};
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},
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format [LLSTRING(unloadingItem), [_item, true] call FUNC(getNameItem), getText (configOf GVAR(interactionVehicle) >> "displayName")],
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{
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(_this select 0) params ["", "_vehicle"];
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if ((acos ((vectorUp _vehicle) select 2)) > 30) exitWith {false}; // check flight level
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if (((getPos _vehicle) select 2) < 25) exitWith {false}; // check height
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if ((speed _vehicle) < -5) exitWith {false}; // check reverse
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true
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},
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["isNotSwimming", "isNotInside"],
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false
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]] call CBA_fnc_execNextFrame;
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};
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// If in zeus
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if (!isNull curatorCamera) exitWith {
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// Do not check distance to unit, but do check for valid position
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// If ViV, ignore position, as engine will find one
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if !([_item, GVAR(interactionVehicle), objNull, true, GVAR(isViv), GVAR(isViv)] call FUNC(canUnloadItem)) exitWith {
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[[LSTRING(unloadingFailed), [_item, true] call FUNC(getNameItem)], 3] call EFUNC(common,displayTextStructured);
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};
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// Close the cargo menu
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closeDialog 1;
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if (GVAR(isViv)) then {
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objNull setVehicleCargo _item;
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} else {
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["ace_unloadCargo", [_item, GVAR(interactionVehicle)]] call CBA_fnc_localEvent;
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};
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};
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// Start progress bar - normal ground unload
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// If ViV, ignore position, as engine will find one
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if ([_item, GVAR(interactionVehicle), _unit, false, GVAR(isViv), GVAR(isViv)] call FUNC(canUnloadItem)) then {
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// Close the cargo menu
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closeDialog 0;
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private _duration = GVAR(loadTimeCoefficient) * (_item call FUNC(getSizeItem));
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// If unload time is 0, don't show a progress bar
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if (_duration <= 0) exitWith {
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if (GVAR(isViv)) then {
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objNull setVehicleCargo _item;
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} else {
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["ace_unloadCargo", [_item, GVAR(interactionVehicle), _unit]] call CBA_fnc_localEvent;
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};
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};
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[
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_duration,
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[_item, GVAR(interactionVehicle), _unit, GVAR(isViv)],
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{
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TRACE_1("unload finish",_this);
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// Is ViV
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// Don't want to pass the isViv parameter to the ace_unloadCargo EH
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if ((_this select 0) deleteAt 3) then {
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objNull setVehicleCargo (_this select 0 select 0);
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} else {
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["ace_unloadCargo", _this select 0] call CBA_fnc_localEvent;
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};
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},
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{
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TRACE_1("unload fail",_this);
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},
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format [LLSTRING(unloadingItem), [_item, true] call FUNC(getNameItem), getText (configOf GVAR(interactionVehicle) >> "displayName")],
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{
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(_this select 0) params ["_item", "_vehicle", "_unit", "_isViv"];
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[_item, _vehicle, _unit, false, true, _isViv] call FUNC(canUnloadItem) // Don't check for a suitable unloading position every frame
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},
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["isNotSwimming"]
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] call EFUNC(common,progressBar);
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} else {
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[[LSTRING(unloadingFailed), [_item, true] call FUNC(getNameItem)], 3] call EFUNC(common,displayTextStructured);
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};
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