ACE3/addons/cargo/functions/fnc_loadItem.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
* Load object into vehicle.
* Objects loaded via classname remain virtual until unloaded.
*
* Arguments:
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
* 2: Ignore interaction distance <BOOL>
*
* Return Value:
* Object loaded <BOOL>
*
* Example:
* [object, vehicle] call ace_cargo_fnc_loadItem
*
* Public: Yes
*/
params [["_item","",[objNull,""]], ["_vehicle",objNull,[objNull]], ["_ignoreInteraction", false]];
TRACE_2("params",_item,_vehicle);
if !([_item, _vehicle, _ignoreInteraction] call FUNC(canLoadItemIn)) exitWith {TRACE_2("cannot load",_item,_vehicle); false};
private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded pushBack _item;
_vehicle setVariable [QGVAR(loaded), _loaded, true];
TRACE_1("added to loaded array",_loaded);
private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
private _itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), _space - _itemSize, true];
if (_item isEqualType objNull) then {
detach _item;
_item attachTo [_vehicle,[0,0,-100]];
[QEGVAR(common,hideObjectGlobal), [_item, true]] call CBA_fnc_serverEvent;
// Cars below water will take engine damage over time and eventualy become "water logged" and unfixable (because of negative z attach)
if ((getText (configFile >> "CfgVehicles" >> (typeOf _item) >> "simulation")) == "carx") then {
TRACE_1("disabling car damage",_item);
[_item, "blockDamage", "ACE_cargo", true] call EFUNC(common,statusEffect_set);
};
};
true