ACE3/addons/dragging/functions/fnc_startCarry.sqf

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/*
* Author: commy2
*
* Start the carrying process.
*
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* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
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*
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* Return Value:
* None
*
* Public: No
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*/
#include "script_component.hpp"
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private ["_weight", "_timer"];
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params ["_unit", "_target"];
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// check weight
_weight = [_target] call FUNC(getWeight);
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
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[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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};
_timer = ACE_time + 5;
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// handle objects vs persons
if (_target isKindOf "CAManBase") then {
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// add a primary weapon if the unit has none.
if (primaryWeapon _unit == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
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// select primary, otherwise the drag animation actions don't work.
_unit selectWeapon primaryWeapon _unit;
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// move a bit closer and adjust direction when trying to pick up a person
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_target setDir (getDir _unit + 180);
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
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[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation);
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_timer = ACE_time + 15;
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} else {
// select no weapon and stop sprinting
_unit action ["SwitchWeapon", _unit, _unit, 99];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
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};
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// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// prevents draging and carrying at the same ACE_time
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_unit setVariable [QGVAR(isCarrying), true, true];
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// required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;