ACE3/addons/dragging/functions/fnc_carryObject.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* Handles attaching and setting up a carried object. Called from ace_dragging_fnc_startCarryPFH.
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*
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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
*
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* Example:
* [player, cursorTarget] call ace_dragging_fnc_carryObject;
*
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* Public: No
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*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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// If in ViV cargo, unload it first
// Warn user if it failed to unload (shouldn't happen)
if (!isNull isVehicleCargo _target && {!(objNull setVehicleCargo _target)}) then {
WARNING_1("ViV Unload Failed %1",_target);
};
// Get attachTo offset and direction
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private _position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]];
private _direction = _target getVariable [QGVAR(carryDirection), 0];
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// Handle objects vs. persons
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if (_target isKindOf "CAManBase") then {
[_unit, "AcinPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWnonDf_carried_dead", 2] call EFUNC(common,doAnimation);
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// Attach person
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_target attachTo [_unit, _position, "LeftShoulder"];
} else {
// Add height offset of model
private _offset = ((_target modelToWorldVisual [0, 0, 0]) select 2) - ((_unit modelToWorldVisual [0, 0, 0]) select 2);
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_position = _position vectorAdd [0, 0, _offset];
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// Attach object
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_target attachTo [_unit, _position];
};
[QEGVAR(common,setDir), [_target, _direction], _target] call CBA_fnc_targetEvent;
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// Add drop action
_unit setVariable [QGVAR(releaseActionID), [
_unit, "DefaultAction",
{!isNull ((_this select 0) getVariable [QGVAR(carriedObject), objNull])},
{[_this select 0, (_this select 0) getVariable [QGVAR(carriedObject), objNull], true] call FUNC(dropObject_carry)}
] call EFUNC(common,addActionEventHandler)];
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// Add anim changed EH
[_unit, "AnimChanged", LINKFUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
// Prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
if (_UAVCrew isNotEqualTo []) then {
{
[_x, true] call EFUNC(common,disableAiUAV);
} forEach _UAVCrew;
_target setVariable [QGVAR(isUAV), _UAVCrew, true];
};
// Check everything
[LINKFUNC(carryObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;