ACE3/addons/common/functions/fnc_loadPersonLocal.sqf

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/*
* 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
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit", "_vehicle", "_caller"];
if (!alive _unit) then {
// _unit = [_unit, _caller] call FUNC(makeCopyOfBody); //func does not exist
};
private "_slotsOpen";
_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";
_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;
};
};