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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
49 lines
1.5 KiB
Plaintext
49 lines
1.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Load object into vehicle.
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* Objects loaded via classname remain virtual until unloaded.
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*
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* Arguments:
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* 0: Item <OBJECT or STRING>
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* 1: Vehicle <OBJECT>
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* 2: Ignore interaction distance <BOOL>
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*
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* Return Value:
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* Object loaded <BOOL>
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*
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* Example:
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* [object, vehicle] call ace_cargo_fnc_loadItem
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*
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* Public: Yes
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*/
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params [["_item","",[objNull,""]], ["_vehicle",objNull,[objNull]], ["_ignoreInteraction", false]];
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TRACE_2("params",_item,_vehicle);
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if !([_item, _vehicle, _ignoreInteraction] call FUNC(canLoadItemIn)) exitWith {TRACE_2("cannot load",_item,_vehicle); false};
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private _loaded = _vehicle getVariable [QGVAR(loaded), []];
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_loaded pushBack _item;
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_vehicle setVariable [QGVAR(loaded), _loaded, true];
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TRACE_1("added to loaded array",_loaded);
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private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
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private _itemSize = [_item] call FUNC(getSizeItem);
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_vehicle setVariable [QGVAR(space), _space - _itemSize, true];
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if (_item isEqualType objNull) then {
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detach _item;
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_item attachTo [_vehicle,[0,0,-100]];
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[QEGVAR(common,hideObjectGlobal), [_item, true]] call CBA_fnc_serverEvent;
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// Cars below water will take engine damage over time and eventualy become "water logged" and unfixable (because of negative z attach)
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if ((getText (configFile >> "CfgVehicles" >> (typeOf _item) >> "simulation")) == "carx") then {
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TRACE_1("disabling car damage",_item);
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[_item, "blockDamage", "ACE_cargo", true] call EFUNC(common,statusEffect_set);
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};
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};
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true
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