ACE3/addons/dragging/functions/fnc_dragObjectPFH.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* PFH for dragging an object.
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*
* Arguments:
* 0: Arguments <ARRAY>
* - 0: Unit <OBJECT>
* - 1: Target <OBJECT>
* - 2: Start time <NUMBER>
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* 1: PFEH Id <NUMBER>
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*
* Return Value:
* None
*
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* Example:
* [[player, cursorTarget, CBA_missionTime], _idPFH] call ace_dragging_fnc_dragObjectPFH;
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*
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* Public: No
*/
#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 dragObjectPFH running", CBA_missionTime];
#endif
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params ["_args", "_idPFH"];
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_args params ["_unit", "_target", "_startTime"];
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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TRACE_2("drag false",_unit,_target);
_idPFH call CBA_fnc_removePerFrameHandler;
};
// Drop if the target is destroyed
if (!alive _target) exitWith {
TRACE_2("dead",_unit,_target);
[_unit, _target] call FUNC(dropObject);
_idPFH call CBA_fnc_removePerFrameHandler;
};
// Drop if the target moved away from carrier (e.g. weapon disassembled)
// attachTo seems to have some kind of network delay and target can return an odd position during 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)
if (_unit distance _target > 10 && {(CBA_missionTime - _startTime) >= 1}) exitWith {
TRACE_2("distance",_unit,_target);
[_unit, _target] call FUNC(dropObject);
_idPFH call CBA_fnc_removePerFrameHandler;
};
// Drop static if either non-UAV crew or new UAV crew is in it (ignore saved UAV crew)
if (_target isKindOf "StaticWeapon" && {((crew _target) - (_target getVariable [QGVAR(isUAV), []])) isNotEqualTo []}) exitWith {
TRACE_2("static weapon crewed",_unit,_target);
[_unit, _target] call FUNC(dropObject);
_unit setVariable [QGVAR(hint), nil];
call EFUNC(interaction,hideMouseHint);
_idPFH call CBA_fnc_removePerFrameHandler;
};