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fix: could drag and carry object at the same time
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c243513227
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@ -13,7 +13,9 @@ if (_unit getVariable [QGVAR(isDragging), false]) then {
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private "_draggedObject";
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_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
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if (!isNull _draggedObject) then {
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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};
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};
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@ -25,7 +27,9 @@ if (_unit getVariable [QGVAR(isCarrying), false]) then {
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private "_carriedObject";
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_carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
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[_unit, _carriedObject] call FUNC(dropObject_carry);
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if (!isNull _carriedObject) then {
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[_unit, _carriedObject] call FUNC(dropObject_carry);
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};
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};
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};
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@ -40,4 +40,7 @@ _unit selectWeapon primaryWeapon _unit;
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// can't play action that depends on weapon if it was added the same frame
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[{_this playActionNow "grabDrag";}, _unit] call EFUNC(common,execNextFrame);
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, time + 5]] call CBA_fnc_addPerFrameHandler;
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@ -10,6 +10,9 @@ _timeOut = _this select 0 select 2;
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// timeout. Do nothing. Quit. time, because anim length is linked to ingame time.
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if (time > _timeOut) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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// re-enable everything
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_unit setVariable [QGVAR(isDragging), false, true];
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};
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// unit is ready to start dragging
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