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* 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
87 lines
2.6 KiB
Plaintext
87 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: eRazeri and esteldunedain
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* Detach an item from a unit
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*
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* Arguments:
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* 0: vehicle that it will be detached from (player or vehicle) <OBJECT>
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* 1: unit doing the detaching (player) <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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* [car, bob] call ace_attach_fnc_detach
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*
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* Public: No
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*/
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params ["_attachToVehicle","_unit"],
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TRACE_2("params",_attachToVehicle,_unit);
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private _attachedList = _attachToVehicle getVariable [QGVAR(attached), []];
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private _attachedObject = objNull;
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private _attachedIndex = -1;
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private _itemName = "";
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//Find closest attached object
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private _minDistance = 1000;
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{
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_x params ["_xObject", "_xItemName"];
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if (((getPos _unit) distance2d (getPos _xObject)) < _minDistance) then {
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_minDistance = ((getPos _unit) distance2d (getPos _xObject));
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_attachedObject = _xObject;
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_itemName = _xItemName;
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_attachedIndex = _forEachIndex;
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};
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} forEach _attachedList;
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// Check if unit has an attached item
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if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find attached object")};
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// Check if item is a chemlight
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private _isChemlight = _attachedObject isKindOf "Chemlight_base";
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// Exit if can't add the item
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if (!(_unit canAdd _itemName) && {!_isChemlight}) exitWith {
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[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
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};
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// Add item to inventory (unless it's a chemlight)
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if (!_isChemlight) then {
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_unit addItem _itemName;
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};
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if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
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// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
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detach _attachedObject;
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_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);
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// Delete attached item after 0.5 seconds
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[{deleteVehicle (_this select 0)}, [_attachedObject], 2] call CBA_fnc_waitAndExecute;
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} else {
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//handle any objects that may be attached to the object
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{
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detach _x;
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deleteVehicle _x;
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} forEach (attachedObjects _attachedObject);
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// Delete attached item
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detach _attachedObject;
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deleteVehicle _attachedObject;
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};
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// Reset unit variables
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_attachedList deleteAt _attachedIndex;
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_attachToVehicle setVariable [QGVAR(attached), _attachedList, true];
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// Display message
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private _itemDisplayName = getText (configFile >> "CfgWeapons" >> _itemName >> "displayName");
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if (_itemDisplayName == "") then {
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_itemDisplayName = getText (configFile >> "CfgMagazines" >> _itemName >> "displayName");
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};
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[format [localize LSTRING(Item_Detached), _itemDisplayName], 2] call EFUNC(common,displayTextStructured);
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