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/*
* Author: commy2
*
* Drop a dragged object.
*
* Argument:
* 0: Unit that drags the other object (Object)
* 1: Dragged object to drop (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// remove scroll wheel action
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_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
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private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
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// play release animation
_unit playAction "released";
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// prevent collision damage
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["fixCollision", _unit, _unit] call EFUNC(common,targetEvent);
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["fixCollision", _target, _target] call EFUNC(common,targetEvent);
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// release object
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detach _target;
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if (_target isKindOf "CAManBase") then {
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim. retest after config fix
};
};
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
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_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), objNull, true];
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// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
["fixPosition", _target, _target] call EFUNC(common,targetEvent);
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["fixFloating", _target, _target] call EFUNC(common,targetEvent);