ACE3/addons/dragging/functions/fnc_dropObject.sqf

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#include "..\script_component.hpp"
/*
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* Author: commy2, Malbryn
* Drops a dragged object.
*
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* Arguments:
* 0: Unit that drags the other object <OBJECT>
* 1: Dragged object to drop <OBJECT>
*
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* Return Value:
* None
*
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* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject;
*
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* Public: No
*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
// Remove drop action
if (!isNil QGVAR(releaseActionID)) then {
[GVAR(releaseActionID), "keydown"] call CBA_fnc_removeKeyHandler;
GVAR(releaseActionID) = nil;
};
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// Stop blocking
if (!GVAR(dragAndFire)) then {
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[_unit, "DefaultAction", _unit getVariable [QGVAR(blockFire), -1]] call EFUNC(common,removeActionEventHandler);
};
private _inBuilding = _unit call FUNC(isObjectOnObject);
// Play release animation
if (_unit call EFUNC(common,isAwake)) then {
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[_unit, "released"] call EFUNC(common,doGesture);
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};
// Prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
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// Release object
detach _target;
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if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2] call EFUNC(common,doAnimation);
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} else {
[_target, "", 2] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
};
_unit removeWeapon "ACE_FakePrimaryWeapon";
[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// Prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
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TRACE_2("setPos",getPosASL _unit,getPosASL _target);
};
// Hide mouse hint
call EFUNC(interaction,hideMouseHint);
_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), objNull, true];
// Make object accessible for other units
[objNull, _target, true] call EFUNC(common,claim);
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if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
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};
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if (_unit getVariable ["ACE_isUnconscious", false]) then {
[_unit, "unconscious", 2] call EFUNC(common,doAnimation);
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};
// Reenable UAV crew
private _UAVCrew = _target getVariable [QGVAR(isUAV), []];
if (_UAVCrew isNotEqualTo []) then {
// Reenable AI
{
[_x, false] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_target setVariable [QGVAR(isUAV), nil, true];
};
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// Fixes not being able to move when in combat pace
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// Reset mass
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private _mass = _target getVariable [QGVAR(originalMass), 0];
if (_mass != 0) then {
[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync
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};