ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf

79 lines
2.3 KiB
Plaintext
Raw Normal View History

2015-03-17 14:42:25 +00:00
/*
* Author: commy2
* Drop a carried object.
*
2015-08-09 12:53:13 +00:00
* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
2015-03-17 14:42:25 +00:00
*
2015-08-09 12:53:13 +00:00
* Return Value:
* None
*
2016-01-28 18:52:53 +00:00
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
*
2015-08-09 12:53:13 +00:00
* Public: No
2015-03-17 14:42:25 +00:00
*/
#include "script_component.hpp"
2015-08-09 12:53:13 +00:00
params ["_unit", "_target"];
2016-01-28 18:52:53 +00:00
TRACE_2("params",_unit,_target);
2015-03-17 14:42:25 +00:00
// remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
2015-03-17 14:42:25 +00:00
2016-01-28 18:52:53 +00:00
private _inBuilding = [_unit] call FUNC(isObjectOnObject);
2015-03-17 14:42:25 +00:00
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
2015-03-17 14:42:25 +00:00
// release object
detach _target;
// fix anim when aborting carrying persons
2015-03-25 13:09:49 +00:00
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2, true] call EFUNC(common,doAnimation);
};
2015-03-24 20:37:27 +00:00
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo
};
};
// properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
2015-03-25 12:32:59 +00:00
2015-03-17 14:42:25 +00:00
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
2016-01-19 15:34:59 +00:00
[_unit, "forceWalk", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
2015-03-17 14:42:25 +00:00
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
// hide mouse hint
[] call EFUNC(interaction,hideMouseHint);
2015-03-17 14:42:25 +00:00
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), objNull, true];
// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
2015-03-24 20:37:27 +00:00
if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
2015-03-24 20:37:27 +00:00
};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};