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e8693c8db9
* configOf * replace some use of CBA_fnc_getObjectConfig
66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Load a person, local
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*
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* Arguments:
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* 0: unit to be loaded <OBJECT>
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* 1: vehicle that will beloaded <OBJECT>
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* 2: caller that will load <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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* [bob, car, kevin] call ace_common_fnc_loadPersonLocal
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*
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* Public: Yes
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*/
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params ["_unit", "_vehicle", ["_caller", objNull]];
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TRACE_3("loadPersonLocal",_unit,_vehicle,_caller);
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private _slotsOpen = false;
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if ((_vehicle emptyPositions "cargo" > 0) && {!(_unit getVariable ['ACE_isUnconscious', false]) || {(getNumber (configOf _vehicle >> "ejectDeadCargo")) == 0}}) then {
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_unit moveInCargo _vehicle;
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TRACE_1("moveInCargo",_vehicle);
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_slotsOpen = true;
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} else {
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// Check if an empty turret is available
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// This already excludes FFV seats, which count as cargo positions
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private _turrets = fullCrew [_vehicle, "turret", true];
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private _index = _turrets findIf {isNull (_x#0)};
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if (_index >= 0) exitWith {
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_unit moveInTurret [_vehicle, _turrets#_index#3];
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TRACE_2("moveInTurret",_vehicle,_turrets#_index#3);
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_slotsOpen = true;
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};
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// Check if the commander seat is available
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if (_vehicle emptyPositions "commander" > 0) exitWith {
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_unit moveInCommander _vehicle;
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TRACE_1("moveInCommander",_vehicle);
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_slotsOpen = true;
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};
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// Lastly, check if the gunner seat is available
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if (_vehicle emptyPositions "gunner" > 0) exitWith {
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_unit moveInGunner _vehicle;
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_slotsOpen = true;
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};
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};
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if (!_slotsOpen) exitWith { WARNING_2("no open seats %1->%2",_unit,_vehicle); };
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[{ // just for error reporting
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params ["_unit", "_vehicle"];
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(alive _unit) && {alive _vehicle} && {(vehicle _unit) == _vehicle}
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}, {
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params ["_unit", "_vehicle"];
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TRACE_2("success",_unit,_vehicle);
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}, [_unit, _vehicle], 2, {
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params ["_unit", "_vehicle"];
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if (!alive _unit) exitWith {};
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WARNING_2("timeout %1->%2",_unit,_vehicle);
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}] call CBA_fnc_waitUntilAndExecute;
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