ACE3/addons/common/functions/fnc_loadPerson.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: Glowbal
* Loads a specified unit into any nearby vehicle, or _vehicle parameter.
*
* Arguments:
* 0: Unit that will load <OBJECT>
* 1: Unit to be loaded <OBJECT>
* 2: Vehicle that the unit will be loaded in <OBJECT> (default: objNull)
*
* Return Value:
* Vehicle that the unitToBeloaded has been loaded in. Returns objNull if function failed <OBJECT>
*
* Example:
* [bob, kevin] call ace_common_fnc_loadPerson
*
* Public: Yes
*/
#define GROUP_SWITCH_ID QFUNC(loadPerson)
params ["_caller", "_unit", ["_vehicle", objNull]];
if (!([_caller, _unit, ["isNotDragging", "isNotCarrying", "isNotSwimming"]] call FUNC(canInteractWith)) || {_caller == _unit}) exitWith {_vehicle};
// Try to use nearest vehicle if a vehicle hasn't been supplied
if (isNull _vehicle) then {
_vehicle = ([_unit] call FUNC(nearestVehiclesFreeSeat)) param [0, objNull];
};
if (!isNull _vehicle) then {
[_unit, true, GROUP_SWITCH_ID, side group _caller] call FUNC(switchToGroupSide);
["ace_loadPersonEvent", [_unit, _vehicle, _caller], _unit] call CBA_fnc_targetEvent;
};
_vehicle