Uploading new files for load functions

The files are heavily edited.
This commit is contained in:
worldwidesorrow
2019-12-11 18:34:41 -06:00
committed by GitHub
parent 1b9679d646
commit bbdaf0cffe
4 changed files with 78 additions and 90 deletions

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@@ -1,52 +1,40 @@
// Load_wounded.sqf
// OCTOBER 2010 - norrin
// Updated December 2019 - JasonTM
private ["_wounded","_vcl","_group"];
private ["_wounded","_vehicle","_group","_medic"];
_wounded = _this select 0;
_medic = _this select 1;
_vehicle = _this select 2;
if (!local _wounded) exitWith {};
// Check to see that the first passed object matches local player object
if (player != _wounded) exitWith {};
if !(r_player_unconscious) exitWith {};
uiSleep 1;
_vcl = _wounded getVariable "NORRN_loadVcl";
_wounded setVariable ["NORRN_unit_dragged", true, true];
_wounded assignAsCargo _vehicle;
_wounded moveInCargo _vehicle;
_wounded assignAsCargo _vcl;
_wounded moveInCargo _vcl;
uiSleep 1;
//["PVDZ_drg_RaLW",_wounded] call broadcastRpcCallAll;
PVDZ_drg_RaLW = _wounded;
publicVariable "PVDZ_drg_RaLW";
_wounded switchMove "kia_hmmwv_driver";
// Animation needs to be synced on all clients.
[nil, _wounded, rSWITCHMOVE, "KIA_HMMWV_Cargo01"] call RE;
_wounded switchMove "KIA_HMMWV_Cargo01";
if (local _wounded) then
{
waitUntil {!(_wounded getVariable "NORRN_unconscious")|| !alive _wounded || vehicle _wounded == _wounded || (assignedVehicleRole _wounded) select 0 != "Cargo"};
r_drag_sqf = true;
if ((vehicle _wounded == _wounded) || (assignedVehicleRole _wounded) select 0 != "Cargo") exitWith
{
if (_wounded getVariable "NORRN_AIunconscious") then
{
if (vehicle _wounded != _wounded) then
{
unassignVehicle _wounded;
uiSleep 0.05;
_wounded action ["EJECT", _vcl];
uiSleep 1;
};
// PVDZ_drg_RAlie = _wounded; // not used
// publicVariable "PVDZ_drg_RAlie"; // not used
_wounded switchMove "ainjppnemstpsnonwrfldnon";
_wounded setVariable ["NORRN_unit_dragged", false, true];
uiSleep 1;
while {r_drag_sqf} do {
// If the player wakes up, end the loop.
if (!(_wounded getVariable ["NORRN_unconscious", false])) then {
uiSleep 2; // Give fn_unconsious time to finish
if (vehicle _wounded != _wounded) then {
// fn_unconscious does not perform an animation if the player is in a vehicle.
[nil, _wounded, rSWITCHMOVE, "HMMWV_Cargo01"] call RE;
_wounded switchMove "HMMWV_Cargo01";
};
r_drag_sqf = false;
};
if (vehicle _wounded != _wounded && alive _wounded) then
{
_wounded playMove "BasicDriver";
};
};
uiSleep 0.01;
if (true) exitWith {};
uiSleep 1;
};