ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf

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#include "script_component.hpp"
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/*
* Author: commy2
* Drop a carried object.
*
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* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
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*
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* Return Value:
* None
*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
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*
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* Public: No
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*/
params ["_unit", "_target", ["_tryLoad", false]];
TRACE_1("params",_this);
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// remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
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private _inBuilding = [_unit] call FUNC(isObjectOnObject);
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// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
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// release object
detach _target;
// fix anim when aborting carrying persons
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if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2] call EFUNC(common,doAnimation);
};
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if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2] call EFUNC(common,doAnimation);
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} else {
[_target, "", 2] call EFUNC(common,doAnimation); //@todo
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};
};
// properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
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// reselect weapon and re-enable sprint
private _previousWeaponIndex = _unit getVariable [QGVAR(previousWeapon), -1];
_unit setVariable [QGVAR(previousWeapon), nil, true];
if (_previousWeaponIndex != -1) then {
_unit action ["SwitchWeapon", _unit, _unit, _previousWeaponIndex];
};
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), objNull, true];
// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
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if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
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};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};
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// reset mass
private _mass = _target getVariable [QGVAR(originalMass), 0];
if (_mass != 0) then {
[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // force global sync
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};
// reset temp direction
_target setVariable [QGVAR(carryDirection_temp), nil];
// try loading into vehicle
if (_tryLoad && {!isNull cursorObject} && {([ACE_player, cursorObject, []] call EFUNC(common,canInteractWith))}) then {
if (_target isKindOf "CAManBase") then {
private _vehicles = [cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat);
if ([cursorObject] isEqualTo _vehicles) then {
if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
[_unit, _target, cursorObject] call EFUNC(medical_treatment,loadUnit);
} else {
[_unit, _target, cursorObject] call EFUNC(common,loadPerson);
};
};
} else {
if ([_target, cursorObject] call EFUNC(cargo,canLoadItemIn)) then {
[player, _target, cursorObject] call EFUNC(cargo,startLoadIn);
};
};
};