ACE3/addons/dragging/functions/fnc_dragObjectPFH.sqf

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/*
* Author: commy2
* PFH for Drag Object
*
* Arguments:
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* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Start time <NUMBER>
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* 1: PFEH Id <NUMBER>
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*
* Return Value:
* None
*
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* Example:
* [[player, target], 20] call ace_dragging_fnc_dragObjectPFH;
*
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* Public: No
*/
#include "script_component.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
systemChat format ["%1 dragObjectPFH running", ACE_time];
#endif
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params ["_args", "_idPFH"];
_args params ["_unit","_target", "_startTime"];
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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TRACE_2("drag false",_unit,_target);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// drop if the crate is destroyed OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then {
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TRACE_2("dead/distance",_unit,_target);
if ((_unit distance _target > 10) && {(ACE_time - _startTime) < 1}) exitWith {
//attachTo seems to have some kind of network delay and target can return an odd position durring the first few frames,
//so wait a full second to exit if out of range (this is critical as we would otherwise detach and set it's pos to weird pos)
TRACE_3("ignoring bad distance at start",_unit distance _target,_startTime,ACE_time);
};
[_unit, _target] call FUNC(dropObject);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
};