ACE3/addons/dragging/functions/fnc_carryObjectPFH.sqf

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/*
* Author: commy2, Jonpas
* PFH for Carry Object
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*
* Arguments:
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* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Start time <NUMBER>
* 3: Disabled Collision Objects <ARRAY> (empty for in-PFH changes)
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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_carryObjectPFH;
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*
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* Public: No
*/
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#include "script_component.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 carryObjectPFH running", CBA_missionTime];
#endif
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params ["_args", "_idPFH"];
_args params ["_unit","_target", "_startTime", "_disabledCollisionObjects"];
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if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
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TRACE_2("carry 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);
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if ((_unit distance _target > 10) && {(CBA_missionTime - _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)
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TRACE_3("ignoring bad distance at start",_unit distance _target,_startTime,CBA_missionTime);
};
[_unit, _target, _disabledCollisionObjects] call FUNC(dropObject_carry);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
// Disable collision with nearby players
TRACE_1("Disable collision objects",_disabledCollisionObjects);
private _nearUnits = _target nearObjects ["CAManBase", DISABLE_COLLISION_DISTANCE];
{
if !(_x in _disabledCollisionObjects) then {
TRACE_2("Adding disable collision object",_x,typeOf _x);
_target disableCollisionWith _x;
_disabledCollisionObjects pushBack _x;
};
} count _nearUnits;
_disabledCollisionObjects = _disabledCollisionObjects select {
if (_x in _nearUnits) then {
true
} else {
TRACE_2("Removing disable collision object",_x,typeOf _x);
_target enableCollisionWith _x;
false
};
};
_args set [3, _disabledCollisionObjects];