2023-10-03 06:46:27 +00:00
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#include "..\script_component.hpp"
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2020-10-04 20:39:52 +00:00
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/*
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2023-07-20 17:42:35 +00:00
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* Author: BaerMitUmlaut, johnb43
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2020-10-04 20:39:52 +00:00
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* Drops a draggable / carryable clone of a dead unit.
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*
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* Arguments:
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* 0: Unit dragging / carrying <OBJECT>
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* 1: Clone <OBJECT>
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* 2: If unit is in building <BOOL>
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*
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* Return Value:
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* Original unit <OBJECT>
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2020-10-04 20:39:52 +00:00
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*
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* Example:
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* [player, cursorObject, false] call ace_dragging_fnc_dropClone;
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2020-10-04 20:39:52 +00:00
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*
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* Public: No
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*/
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params ["_unit", "_clone", "_inBuilding"];
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(_clone getVariable [QGVAR(original), []]) params [["_target", objNull], ["_isInRemainsCollector", true], ["_isObjectHidden", false], ["_simulationEnabled", true]];
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// Check if unit was deleted
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if (!isNull _target) then {
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// Turn on PhysX so that unit is not desync when moving
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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private _posASL = getPosASL _clone;
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if (_inBuilding) then {
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_posASL = _posASL vectorAdd [0, 0, 0.05];
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};
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// Set the unit's direction
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[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
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[{
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled", "_posASL"];
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// Bring unit back to clone's position
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_target setPosASL _posASL;
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[{
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled"];
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2024-01-07 15:48:40 +00:00
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if (!_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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deleteVehicle _clone;
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}, _this, 0.1] call CBA_fnc_waitAndExecute;
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}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL], 0.1] call CBA_fnc_waitAndExecute;
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if (_isInRemainsCollector) then {
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addToRemainsCollector [_target];
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};
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};
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2020-10-11 18:37:59 +00:00
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// Detach first to prevent objNull in attachedObjects
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detach _clone;
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deleteVehicle _clone;
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_target
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