2015-03-17 14:42:25 +00:00
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/*
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* Author: commy2
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*
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* Carry an object.
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*
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* Argument:
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* 0: Unit that should do the carrying (Object)
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* 1: Object to carry (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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2015-03-18 13:14:16 +00:00
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// check weight
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private "_weight";
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_weight = [_target] call FUNC(getWeight);
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if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
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[localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured);
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};
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2015-03-17 14:42:25 +00:00
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// select no weapon and stop sprinting
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_unit action ["SwitchWeapon", _unit, _unit, 99];
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[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// get attachTo offset and direction.
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private ["_position", "_direction"];
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_position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]];
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_direction = _target getVariable [QGVAR(carryDirection), 0];
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2015-03-18 12:36:22 +00:00
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// add height offset of model
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private "_offset";
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_offset = (_target modelToWorld [0, 0, 0] select 2) - (_unit modelToWorld [0, 0, 0] select 2);
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_position = _position vectorAdd [0, 0, _offset];
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2015-03-17 14:42:25 +00:00
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// attach object
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_target attachTo [_unit, _position];
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_target setDir _direction;
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_unit setVariable [QGVAR(isCarrying), true, true];
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_unit setVariable [QGVAR(carriedObject), _target, true];
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// add scrollwheel action to release object
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private "_actionID";
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_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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};
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_actionID = _unit addAction [
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format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Dragging_Drop"],
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QUOTE([ARR_2(_this select 0, (_this select 0) getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)])] call FUNC(dropObject_carry)),
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nil,
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20,
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false,
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true,
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"",
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QUOTE(!isNull (_this getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)]))
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];
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_unit setVariable [QGVAR(ReleaseActionID), _actionID];
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// check everything
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[FUNC(carryObjectPFH), 0, [_unit, _target]] call CBA_fnc_addPerFrameHandler;
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// reset current dragging height.
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GVAR(currentHeightChange) = 0;
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