| 1639 | } |
| 1640 | |
| 1641 | static void ArcadeGetInGetIn(AIGroupContext* context) |
| 1642 | { |
| 1643 | STATE_PREFIX |
| 1644 | int& index = context->_fsm->Var(0); |
| 1645 | |
| 1646 | Transport* veh = dyn_cast<Transport>(FindTargetVehicle(group, index)); |
| 1647 | mission->_target = veh; |
| 1648 | |
| 1649 | AIUnit* leader = group->Leader(); |
| 1650 | AI_ERROR(leader); |
| 1651 | if (veh) |
| 1652 | { |
| 1653 | if (group->IsPlayerGroup()) |
| 1654 | { |
| 1655 | veh->WaitForGetIn(leader); |
| 1656 | } |
| 1657 | else if (veh->GetDriverAssigned()) |
| 1658 | { |
| 1659 | // assign all members to cargo |
| 1660 | if (veh->GetDriverAssigned() != leader) |
| 1661 | { |
| 1662 | if (leader->AssignAsCargo(veh)) |
| 1663 | { |
| 1664 | for (int i = 0; i < MAX_UNITS_PER_GROUP; i++) |
| 1665 | { |
| 1666 | AIUnit* unit = group->UnitWithID(i + 1); |
| 1667 | if (!unit || unit == leader) |
| 1668 | { |
| 1669 | continue; |
| 1670 | } |
| 1671 | if (unit->VehicleAssigned() == veh) |
| 1672 | { |
| 1673 | continue; |
| 1674 | } |
| 1675 | if (!unit->AssignAsCargo(veh)) |
| 1676 | { |
| 1677 | break; |
| 1678 | } |
| 1679 | } |
| 1680 | } |
| 1681 | else |
| 1682 | { |
| 1683 | // nothing to do |
| 1684 | } |
| 1685 | } |
| 1686 | } |
| 1687 | else |
| 1688 | { |
| 1689 | if (!veh->GetGroupAssigned() && group->NVehicles() <= 0 && !leader->VehicleAssigned()) |
| 1690 | { |
| 1691 | // specific case - 1st vehicle of the group |
| 1692 | // force leader to that vehicle, but not to any specific position? |
| 1693 | group->AddVehicle(veh); |
| 1694 | } |
| 1695 | else |
| 1696 | { |
| 1697 | AI_ERROR(!veh->QIsDriverIn()); |
| 1698 | leader->AssignAsDriver(veh); |
nothing calls this directly
no test coverage detected