2015-03-16 18:25:29 +00:00
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// by commy2
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#include "script_component.hpp"
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2015-03-25 19:18:23 +00:00
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#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 startDragPFH running", time];
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#endif
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2015-03-16 18:25:29 +00:00
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private ["_unit", "_target", "_timeOut"];
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_unit = _this select 0 select 0;
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_target = _this select 0 select 1;
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_timeOut = _this select 0 select 2;
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2015-03-25 13:32:36 +00:00
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// handle aborting drag
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2015-03-25 13:34:19 +00:00
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if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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2015-03-25 13:32:36 +00:00
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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2015-03-31 02:51:11 +00:00
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// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
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if ((!([_target] call EFUNC(common,isAlive))) || {(_unit distance _target) > 10}) then {
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2015-03-25 12:32:59 +00:00
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[_unit, _target] call FUNC(dropObject);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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2015-03-16 18:25:29 +00:00
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// timeout. Do nothing. Quit. time, because anim length is linked to ingame time.
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if (time > _timeOut) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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2015-03-22 16:12:14 +00:00
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2015-03-22 16:35:26 +00:00
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// drop if in timeout
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private "_draggedObject";
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_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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2015-03-25 12:32:59 +00:00
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[_unit, _draggedObject] call FUNC(dropObject);
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2015-03-16 18:25:29 +00:00
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};
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// unit is ready to start dragging
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if (animationState _unit in DRAG_ANIMATIONS) exitWith {
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2015-03-25 13:32:36 +00:00
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[_unit, _target] call FUNC(dragObject);
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2015-03-16 18:25:29 +00:00
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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