ACE3/addons/dragging/functions/fnc_startDragPFH.sqf

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/*
* Author: commy2
* Drag PFH
*
* Arguments:
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* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Timeout <NUMBER>
* 1: PFEH Id <NUMBER>
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*
* Return Value:
* None
*
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* Example:
* [[player, target, 100], 20] call ace_dragging_fnc_startDragPFH;
*
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* Public: No
*/
#include "script_component.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 startDragPFH running", CBA_missionTime];
#endif
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params ["_args", "_idPFH"];
_args params ["_unit", "_target", "_timeOut"];
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// handle aborting drag
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if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then {
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TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dropObject);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// timeout. Do nothing. Quit. CBA_missionTime, because anim length is linked to ingame time.
if (CBA_missionTime > _timeOut) exitWith {
TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
// drop if in timeout
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private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith {
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TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dragObject);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
};