Merge branch 'master' into dynamicInteractMenu

This commit is contained in:
Nicolás Badano 2015-03-19 15:09:31 -03:00
commit 49cdf6512e
47 changed files with 1208 additions and 14 deletions

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@ -7,14 +7,22 @@ class CfgWeapons {
simulation = "ItemMineDetector"; simulation = "ItemMineDetector";
}; };
class Rifle_Base_F; class Rifle;
class Rifle_Base_F: Rifle {
class WeaponSlotsInfo;
};
class ACE_FakePrimaryWeapon: Rifle_Base_F { class ACE_FakePrimaryWeapon: Rifle_Base_F {
scope = 2;
displayName = "";
model = "";
picture = "";
magazines[] = {"ACE_FakeMagazine"};
discreteDistance[] = {}; discreteDistance[] = {};
discreteDistanceInitIndex = 0; discreteDistanceInitIndex = 0;
displayName = "";
picture = ""; class WeaponSlotsInfo: WeaponSlotsInfo {
model = ""; mass = 0;
magazines[] = {"ACE_FakeMagazine"}; };
scope = 2;
}; };
}; };

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@ -20,6 +20,19 @@ if (hasInterface) then {
}; };
}] call FUNC(addEventhandler); }] call FUNC(addEventhandler);
["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler);
["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler);
["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler);
["lockVehicle", {
_this setVariable [QGVAR(lockStatus), locked _this];
_this lock 2;
}] call FUNC(addEventhandler);
["unlockVehicle", {
_this lock (_this getVariable [QGVAR(lockStatus), locked _this]);
}] call FUNC(addEventhandler);
// hack to get PFH to work in briefing // hack to get PFH to work in briefing
[QGVAR(onBriefingPFH), "onEachFrame", { [QGVAR(onBriefingPFH), "onEachFrame", {
if (time > 0) exitWith { if (time > 0) exitWith {
@ -86,6 +99,7 @@ GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
GVAR(OldCameraView) = cameraView; GVAR(OldCameraView) = cameraView;
GVAR(OldPlayerVehicle) = vehicle ACE_player; GVAR(OldPlayerVehicle) = vehicle ACE_player;
GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex); GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
// PFH to raise varios events // PFH to raise varios events
[{ [{
@ -146,6 +160,14 @@ GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
["playerTurretChanged", [ACE_player, _newPlayerTurret]] call FUNC(localEvent); ["playerTurretChanged", [ACE_player, _newPlayerTurret]] call FUNC(localEvent);
}; };
// "playerWeaponChanged" event
_newPlayerWeapon = currentWeapon ACE_player;
if (_newPlayerWeapon != GVAR(OldPlayerWeapon)) then {
// Raise ACE event locally
GVAR(OldPlayerWeapon) = _newPlayerWeapon;
["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent);
};
}, 0, []] call cba_fnc_addPerFrameHandler; }, 0, []] call cba_fnc_addPerFrameHandler;
[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable); [QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);

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@ -55,7 +55,10 @@ PREP(execPersistentFnc);
PREP(execRemoteFnc); PREP(execRemoteFnc);
PREP(executePersistent); PREP(executePersistent);
PREP(filter); PREP(filter);
PREP(fixCollision);
PREP(fixFloating);
PREP(fixLoweredRifleAnimation); PREP(fixLoweredRifleAnimation);
PREP(fixPosition);
PREP(getAllDefinedSetVariables); PREP(getAllDefinedSetVariables);
PREP(getAllGear); PREP(getAllGear);
PREP(getCaptivityStatus); PREP(getCaptivityStatus);

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@ -26,7 +26,7 @@ _exceptions = [_exceptions, {toLower _this}] call FUNC(map);
private "_owner"; private "_owner";
_owner = _target getVariable [QGVAR(owner), objNull]; _owner = _target getVariable [QGVAR(owner), objNull];
if (!isNull _owner && {_unit != _owner} && {!([_owner] call FUNC(isPlayer))}) exitWith {false}; if (!isNull _owner && {_unit != _owner}) exitWith {false};
// check general conditions // check general conditions

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@ -0,0 +1,21 @@
/*
* Author: commy2
* Attempt to fix physx collisions causing unreasonable impact forces and damage.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return Value:
* Nothing
*
*/
#include "script_component.hpp"
// allowDamage requires local object
if (!local _this) exitWith {};
// prevent collision damage, @todo allowDamage API
_this allowDamage false;
// re-allow damage after 2 seconds
[{_this allowDamage true}, _this, 2, 0] call EFUNC(common,waitAndExecute);

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@ -0,0 +1,32 @@
/*
* Author: commy2
* Attempt to fix floating physx with disabled damage after setPosXXX commands.
*
* Arguments:
* Physx object (Object)
*
* Return Value:
* Nothing
*
*/
#include "script_component.hpp"
private "_object";
_object = _this;
// setHitPointDamage requires local object
if (!local _object) exitWith {};
// save and restore hitpoints, see below why
private ["_hitPoints", "_hitPointDamages"];
_hitPoints = [_object] call FUNC(getHitpoints);
_hitPointDamages = [_hitPoints, {_object getHitPointDamage _this}] call FUNC(map);
// this prevents physx objects from floating when near other physx objects with allowDamage false
_object setDamage damage _object;
{
_object setHitPointDamage [_x, _hitPointDamages select _forEachIndex];
} forEach _hitPoints;

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@ -0,0 +1,29 @@
/*
* Author: commy2
*
* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
*
* Argument:
* Object (Object)
*
* Return value:
* NONE
*/
#include "script_component.hpp"
// setVectorUp requires local object
if (!local _this) exitWith {};
private "_position";
_position = getPos _this;
// don't place the object below the ground
if (_position select 2 < -0.1) then {
_position set [2, -0.1];
_this setPos _position;
};
// adjust position to sloped terrain, if placed on ground
if (getPosATL _this select 2 == _position select 2) then {
_this setVectorUp surfaceNormal _position;
};

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@ -0,0 +1 @@
z\ace\addons\dragging

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@ -0,0 +1,47 @@
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_clientInit));
serverInit = QUOTE(call COMPILE_FILE(XEH_serverInit));
};
};
class Extended_Init_EventHandlers {
class StaticWeapon {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class StaticMortar {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
class ReammoBox_F {
class ADDON {
init = QUOTE(_this call DFUNC(initObject));
};
};
};
class Extended_Killed_EventHandlers {
class CAManBase {
class ADDON {
killed = QUOTE(_this call DFUNC(handleKilled));
};
};
};
class Extended_AnimChanged_EventHandlers {
class CAManBase {
class ADDON {
animChanged = QUOTE(_this call DFUNC(handleAnimChanged));
};
};
};

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@ -0,0 +1,86 @@
class CfgVehicles {
// Static weapons
class LandVehicle;
class StaticWeapon: LandVehicle {
GVAR(canCarry) = 1;
GVAR(carryPosition[]) = {0,1.2,0};
GVAR(carryDirection) = 0;
GVAR(canDrag) = 1;
GVAR(dragPosition[]) = {0,1.2,0};
GVAR(dragDirection) = 0;
};
//remove actions from Taru Pods
class Pod_Heli_Transport_04_base_F: StaticWeapon {
GVAR(canCarry) = 0;
GVAR(canDrag) = 0;
};
class StaticMortar;
class Mortar_01_base_F: StaticMortar {
GVAR(canCarry) = 1;
GVAR(carryPosition[]) = {0,1.2,0};
GVAR(carryDirection) = 0;
GVAR(canDrag) = 1;
GVAR(dragPosition[]) = {0,1.2,0};
GVAR(dragDirection) = 0;
};
// ammo boxes
class ThingX;
class ReammoBox_F: ThingX {
XEH_ENABLED;
GVAR(canCarry) = 0;
GVAR(carryPosition[]) = {0,1,1};
GVAR(carryDirection) = 0;
GVAR(canDrag) = 0;
GVAR(dragPosition[]) = {0,1.2,0};
GVAR(dragDirection) = 0;
};
class Slingload_base_F: ReammoBox_F {
GVAR(canCarry) = 0;
GVAR(canDrag) = 0;
};
class EAST_Box_Base: ReammoBox_F {
GVAR(canCarry) = 1;
GVAR(canDrag) = 1;
};
class IND_Box_Base: ReammoBox_F {
GVAR(canCarry) = 1;
GVAR(canDrag) = 1;
};
/*class FIA_Box_Base_F: ReammoBox_F {
GVAR(canCarry) = 1;
GVAR(canDrag) = 1;
};*/
class NATO_Box_Base: ReammoBox_F {
GVAR(canCarry) = 1;
GVAR(canDrag) = 1;
};
// Remove Larger crate dragging support.
// Would be better to allow some sort of joint push/drag functionality
// Requiring 2 units to access the larger crates and attaching them together (a crappy method of doing it)
// in order to move the bigger ones. Currently simply remove support.
// I believe these crates are currently broken (hitbox doesn't work or something) in 1.22 (2014-07-04)
class Box_East_AmmoVeh_F: EAST_Box_Base {
GVAR(canCarry) = 0;
GVAR(canDrag) = 0;
};
class Box_NATO_AmmoVeh_F: NATO_Box_Base {
GVAR(canCarry) = 0;
GVAR(canDrag) = 0;
};
class Box_IND_AmmoVeh_F: IND_Box_Base {
GVAR(canCarry) = 0;
GVAR(canDrag) = 0;
};
};

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@ -0,0 +1,19 @@
// by PabstMirror, commy2
#include "script_component.hpp"
[{_this call DFUNC(handleScrollWheel)}] call EFUNC(common,addScrollWheelEventHandler);
if (isNil "ACE_maxWeightDrag") then {
ACE_maxWeightDrag = 800;
};
if (isNil "ACE_maxWeightCarry") then {
ACE_maxWeightCarry = 600;
};
["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
["playerChanged", {_this call DFUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
["playerWeaponChanged", {_this call DFUNC(handlePlayerWeaponChanged)}] call EFUNC(common,addEventhandler);

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@ -0,0 +1,28 @@
#include "script_component.hpp"
ADDON = false;
PREP(canCarry);
PREP(canDrag);
PREP(canDrop);
PREP(canDrop_carry);
PREP(carryObject);
PREP(carryObjectPFH);
PREP(dragObject);
PREP(dragObjectPFH);
PREP(dropObject);
PREP(dropObject_carry);
PREP(getWeight);
PREP(handleAnimChanged);
PREP(handleKilled);
PREP(handlePlayerChanged);
PREP(handlePlayerWeaponChanged);
PREP(handleScrollWheel);
PREP(initObject);
PREP(isObjectOnObject);
PREP(setCarryable);
PREP(setDraggable);
PREP(startDrag);
PREP(startDragPFH);
ADDON = true;

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@ -0,0 +1,5 @@
// by commy2
#include "script_component.hpp"
// release object on hard disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", {_this call DFUNC(handleKilled)}];

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@ -0,0 +1,16 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common","ace_interaction","ace_interact_menu"};
author[] = {"Garth 'L-H' de Wet","commy2"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

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@ -0,0 +1,25 @@
/*
* Author: commy2
*
* Check if unit can carry the object. Doesn't check weight.
*
* Argument:
* 0: Unit that should do the carrying (Object)
* 1: Object to carry (Object)
*
* Return value:
* Can the unit carry the object? (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
// a static weapon has to be empty for dragging
if ((typeOf _target) isKindOf "StaticWeapon" && {count crew _target > 0}) exitWith {false};
alive _target && {_target getVariable [QGVAR(canCarry), false]}

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@ -0,0 +1,25 @@
/*
* Author: commy2
*
* Check if unit can drag the object. Doesn't check weight.
*
* Argument:
* 0: Unit that should do the dragging (Object)
* 1: Object to drag (Object)
*
* Return value:
* Can the unit drag the object? (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
// a static weapon has to be empty for dragging
if ((typeOf _target) isKindOf "StaticWeapon" && {count crew _target > 0}) exitWith {false};
alive _target && {_target getVariable [QGVAR(canDrag), false]}

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@ -0,0 +1,22 @@
/*
* Author: commy2
*
* Check if unit can drop the object.
*
* Argument:
* 0: Unit that currently drags a object (Object)
* 1: Object that is dragged (Object)
*
* Return value:
* Can the unit drop the object? (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
if !([_unit, _target, ["isNotDragging"]] call EFUNC(common,canInteractWith)) exitWith {false};
_unit getVariable [QGVAR(draggedObject), objNull] == _target

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@ -0,0 +1,22 @@
/*
* Author: commy2
*
* Check if unit can drop the carried object.
*
* Argument:
* 0: Unit that currently carries a object (Object)
* 1: Object that is carried (Object)
*
* Return value:
* Can the unit drop the object? (Bool)
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
if !([_unit, _target, ["isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {false};
_unit getVariable [QGVAR(carriedObject), objNull] == _target

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@ -0,0 +1,80 @@
/*
* Author: commy2
*
* Carry an object.
*
* Argument:
* 0: Unit that should do the carrying (Object)
* 1: Object to carry (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// check weight
private "_weight";
_weight = [_target] call FUNC(getWeight);
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
[localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured);
};
// select no weapon and stop sprinting
_unit action ["SwitchWeapon", _unit, _unit, 99];
[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// get attachTo offset and direction.
private ["_position", "_direction"];
_position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]];
_direction = _target getVariable [QGVAR(carryDirection), 0];
// add height offset of model
private "_offset";
_offset = (_target modelToWorld [0, 0, 0] select 2) - (_unit modelToWorld [0, 0, 0] select 2);
_position = _position vectorAdd [0, 0, _offset];
// attach object
_target attachTo [_unit, _position];
_target setDir _direction;
_unit setVariable [QGVAR(isCarrying), true, true];
_unit setVariable [QGVAR(carriedObject), _target, true];
// add scrollwheel action to release object
private "_actionID";
_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
if (_actionID != -1) then {
_unit removeAction _actionID;
};
_actionID = _unit addAction [
format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Dragging_Drop"],
QUOTE([ARR_2(_this select 0, (_this select 0) getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)])] call FUNC(dropObject_carry)),
nil,
20,
false,
true,
"",
QUOTE(!isNull (_this getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)]))
];
_unit setVariable [QGVAR(ReleaseActionID), _actionID];
// check everything
[FUNC(carryObjectPFH), 0, [_unit, _target]] call CBA_fnc_addPerFrameHandler;
// reset current dragging height.
GVAR(currentHeightChange) = 0;

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@ -0,0 +1,13 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0 select 0;
_target = _this select 0 select 1;
// drop if the crate is destroyed
if !([_target] call EFUNC(common,isAlive)) then {
[_unit, _target] call FUNC(dropObject_carry);
[_this select 1] call CBA_fnc_removePerFrameHandler;
};

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@ -0,0 +1,64 @@
/*
* Author: commy2
*
* Drag an object. Called from ace_dragging_fnc_startDrag
*
* Argument:
* 0: Unit that should do the dragging (Object)
* 1: Object to drag (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// get attachTo offset and direction.
private ["_position", "_direction"];
_position = _target getVariable [QGVAR(dragPosition), [0, 0, 0]];
_direction = _target getVariable [QGVAR(dragDirection), 0];
// add height offset of model
private "_offset";
_offset = (_target modelToWorld [0, 0, 0] select 2) - (_unit modelToWorld [0, 0, 0] select 2);
_position = _position vectorAdd [0, 0, _offset];
// attach object
_target attachTo [_unit, _position];
_target setDir _direction;
_unit setVariable [QGVAR(isDragging), true, true];
_unit setVariable [QGVAR(draggedObject), _target, true];
// add scrollwheel action to release object
private "_actionID";
_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
if (_actionID != -1) then {
_unit removeAction _actionID;
};
_actionID = _unit addAction [
format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Dragging_Drop"],
QUOTE([ARR_2(_this select 0, (_this select 0) getVariable [ARR_2(QUOTE(QGVAR(draggedObject)),objNull)])] call FUNC(dropObject)),
nil,
20,
false,
true,
"",
QUOTE(!isNull (_this getVariable [ARR_2(QUOTE(QGVAR(draggedObject)),objNull)]))
];
_unit setVariable [QGVAR(ReleaseActionID), _actionID];
// check everything
[FUNC(dragObjectPFH), 0, [_unit, _target]] call CBA_fnc_addPerFrameHandler;
// reset current dragging height.
GVAR(currentHeightChange) = 0;

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@ -0,0 +1,13 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0 select 0;
_target = _this select 0 select 1;
// drop if the crate is destroyed
if !([_target] call EFUNC(common,isAlive)) then {
[_unit, _target] call FUNC(dropObject);
[_this select 1] call CBA_fnc_removePerFrameHandler;
};

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@ -0,0 +1,50 @@
/*
* Author: commy2
*
* Drop a dragged object.
*
* Argument:
* 0: Unit that drags the other object (Object)
* 1: Dragged object to drop (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// remove scroll wheel action
_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
// play release animation
_unit playAction "released";
// prevent collision damage
["fixCollision", _unit, _unit] call EFUNC(common,targetEvent);
["fixCollision", _target, _target] call EFUNC(common,targetEvent);
// release object
detach _target;
_unit removeWeapon "ACE_FakePrimaryWeapon";
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
_unit setVariable [QGVAR(isDragging), false, true];
_unit setVariable [QGVAR(draggedObject), objNull, true];
// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
["fixPosition", _target, _target] call EFUNC(common,targetEvent);
["fixFloating", _target, _target] call EFUNC(common,targetEvent);

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@ -0,0 +1,50 @@
/*
* Author: commy2
*
* Drop a carried object.
*
* Argument:
* 0: Unit that carries the other object (Object)
* 1: Carried object to drop (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// remove scroll wheel action
_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
// prevent collision damage
["fixCollision", _unit, _unit] call EFUNC(common,targetEvent);
["fixCollision", _target, _target] call EFUNC(common,targetEvent);
// release object
detach _target;
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
[_unit, "isDragging", false] call EFUNC(common,setforceWalkStatus);
// 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);
["fixPosition", _target, _target] call EFUNC(common,targetEvent);
["fixFloating", _target, _target] call EFUNC(common,targetEvent);

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@ -0,0 +1,54 @@
/*
Name: AGM_Drag_fnc_GetWeight
Author(s):
L-H, edited by commy2
Description:
Returns the weight of a crate.
Parameters:
0: OBJECT - Crate to get weight of
Returns:
NUMBER - Weight
Example:
_weight = Crate1 call AGM_Drag_fnc_GetWeight;
*/
#include "script_component.hpp"
private "_object";
_object = _this select 0;
private ["_totalWeight", "_fnc","_fnc_Extra"];
_totalWeight = 0;
_fnc_Extra = {
private ["_weight", "_items"];
_items = _this select 0;
_weight = 0;
{
_weight = _weight + (getNumber (ConfigFile >> (_this select 1) >> _x >> (_this select 2) >> "mass") * ((_items select 1) select _foreachIndex));
} foreach (_items select 0);
_weight
};
_fnc = {
private ["_weight", "_items"];
_items = _this select 0;
_weight = 0;
{
_weight = _weight + (getNumber (ConfigFile >> (_this select 1) >> _x >> "mass") * ((_items select 1) select _foreachIndex));
} foreach (_items select 0);
_weight
};
_totalWeight = ([getMagazineCargo _object, "CfgMagazines"] call _fnc);
_totalWeight = _totalWeight + ([getItemCargo _object, "CfgWeapons", "ItemInfo"] call _fnc_Extra);
_totalWeight = _totalWeight + ([getWeaponCargo _object, "CfgWeapons", "WeaponSlotsInfo"] call _fnc_Extra);
_totalWeight = _totalWeight + ([getBackpackCargo _object, "CfgVehicles"] call _fnc);
_totalWeight = _totalWeight * 0.5; // Mass in Arma isn't an exact amount but rather a volume/weight value. This attempts to work around that by making it a usable value. (sort of).
_totalWeight

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@ -0,0 +1,31 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_anim"];
_unit = _this select 0;
_anim = _this select 1;
if (_unit getVariable [QGVAR(isDragging), false]) then {
// drop dragged object when not in valid animation
if !(_anim in DRAG_ANIMATIONS) then {
private "_draggedObject";
_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
};
if (_unit getVariable [QGVAR(isCarrying), false]) then {
// drop carried object when not standing
if (stance _unit != "STAND") then {
private "_carriedObject";
_carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
[_unit, _carriedObject] call FUNC(dropObject_carry);
};
};

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@ -0,0 +1,20 @@
// by commy2
#include "script_component.hpp"
private "_unit";
_unit = _this select 0;
if (_unit getVariable [QGVAR(isDragging), false]) then {
private "_draggedObject";
_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
if (_unit getVariable [QGVAR(isCarrying), false]) then {
private "_carriedObject";
_carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
[_unit, _carriedObject] call FUNC(dropObject_carry);
};

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@ -0,0 +1,17 @@
// by commy2
#include "script_component.hpp"
private ["_newPlayer", "_oldPlayer"];
_newPlayer = _this select 0;
_oldPlayer = _this select 1;
{
if (_x getVariable [QGVAR(isDragging), false]) then {
[_x, _x getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
};
if (_x getVariable [QGVAR(isCarrying), false]) then {
[_x, _x getVariable [QGVAR(carriedObject), objNull]] call FUNC(dropObject_carry);
};
} forEach [_newPlayer, _oldPlayer];

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@ -0,0 +1,31 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_weapon"];
_unit = _this select 0;
_weapon = _this select 1;
if (_unit getVariable [QGVAR(isDragging), false]) then {
// drop dragged object when selecting a non-primary weapon
if (_weapon != primaryWeapon _unit) then {
private "_draggedObject";
_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
};
if (_unit getVariable [QGVAR(isCarrying), false]) then {
// drop carried object when selecting any weapon
if (_weapon != "") then {
private "_carriedObject";
_carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
[_unit, _carriedObject] call FUNC(dropObject_carry);
};
};

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@ -0,0 +1,45 @@
/*
* Author: L-H, commy2
*
* Handles raising and lowering the dragged weapon to be able to place it on top of objects.
*
* Argument:
* 0: Scroll amount (Number)
*
* Return value:
* Handled or not. (Bool)
*/
#include "script_component.hpp"
// requires modifier key to be hold down
if (GETMVAR(ACE_Modifier,0) == 0) exitWith {false};
private "_unit";
_unit = ACE_player;
// EH is always assigned. Exit and don't overwrite input if not carrying
if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {false};
private "_scrollAmount";
_scrollAmount = _this select 0;
// move carried item 15 cm per scroll interval
_scrollAmount = _scrollAmount * 0.15;
private "_carriedItem";
_carriedItem = _unit getVariable [QGVAR(carriedObject),objNull];
private ["_position", "_maxHeight"];
_position = getPosATL _carriedItem;
_maxHeight = (_unit ModelToWorld [0,0,0]) select 2;
_position set [2, ((_position select 2) + _scrollAmount min (_maxHeight + 1.5)) max _maxHeight];
// move up/down object and reattach at current position
detach _carriedItem;
_carriedItem setPosATL _position;
_carriedItem attachTo [_unit];
true

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@ -0,0 +1,37 @@
/*
* Author: commy2
*
* Initialize variables for drag or carryable objects. Called from init EH.
*
* Argument:
* 0: Any object (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private "_object";
_object = _this select 0;
private "_config";
_config = configFile >> "CfgVehicles" >> typeOf _object;
if (getNumber (_config >> QGVAR(canDrag)) == 1) then {
private ["_position", "_direction"];
_position = getArray (_config >> QGVAR(dragPosition));
_direction = getNumber (_config >> QGVAR(dragDirection));
[_object, true, _position, _direction] call FUNC(setDraggable);
};
if (getNumber (_config >> QGVAR(canCarry)) == 1) then {
private ["_position", "_direction"];
_position = getArray (_config >> QGVAR(carryPosition));
_direction = getNumber (_config >> QGVAR(carryDirection));
[_object, true, _position, _direction] call FUNC(setCarryable);
};

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@ -0,0 +1,6 @@
// by commy2
private "_object";
_object = _this select 0;
(getPosATL _object select 2) - (getPos _object select 2) > 1E-5

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@ -0,0 +1,52 @@
/*
* Author: commy2
*
* Enable the object to be carried.
*
* Argument:
* 0: Any object (Object)
* 1: true to enable carrying, false to disable (Bool)
* 2: Position offset for attachTo command (Array, optinal; default: [0,1,1])
* 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_object", "_enableCarry", "_position", "_direction"];
_this resize 4;
_object = _this select 0;
_enableCarry = _this select 1;
_position = _this select 2;
_direction = _this select 3;
if (isNil "_position") then {
_position = _object getVariable [QGVAR(carryPosition), [0,1,1]];
};
if (isNil "_direction") then {
_direction = _object getVariable [QGVAR(carryDirection), 0];
};
// update variables
_object setVariable [QGVAR(canCarry), _enableCarry];
_object setVariable [QGVAR(carryPosition), _position];
_object setVariable [QGVAR(carryDirection), _direction];
// add action to class if it is not already present
private ["_type", "_initializedClasses"];
_type = typeOf _object;
_initializedClasses = GETGVAR(initializedClasses_carry,[]);
// do nothing if the class is already initialized
if (_type in _initializedClasses) exitWith {};
_initializedClasses pushBack _type;
GVAR(initializedClasses_carry) = _initializedClasses;
[_type, 0, ["ACE_MainActions", QGVAR(carry)], localize "STR_ACE_Dragging_Carry", "", "", {[_player, _target] call FUNC(carryObject)}, {[_player, _target] call FUNC(canCarry)}, 2] call EFUNC(interact_menu,addClassAction);
[_type, 0, ["ACE_MainActions", QGVAR(drop_carry)], localize "STR_ACE_Dragging_Drop", "", "", {[_player, _target] call FUNC(dropObject_carry)}, {[_player, _target] call FUNC(canDrop_carry)}, 2] call EFUNC(interact_menu,addClassAction);

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@ -0,0 +1,52 @@
/*
* Author: commy2
*
* Enable the object to be dragged.
*
* Argument:
* 0: Any object (Object)
* 1: true to enable dragging, false to disable (Bool)
* 2: Position offset for attachTo command (Array, optinal; default: [0,0,0])
* 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_object", "_enableDrag", "_position", "_direction"];
_this resize 4;
_object = _this select 0;
_enableDrag = _this select 1;
_position = _this select 2;
_direction = _this select 3;
if (isNil "_position") then {
_position = _object getVariable [QGVAR(dragPosition), [0,0,0]];
};
if (isNil "_direction") then {
_direction = _object getVariable [QGVAR(dragDirection), 0];
};
// update variables
_object setVariable [QGVAR(canDrag), _enableDrag];
_object setVariable [QGVAR(dragPosition), _position];
_object setVariable [QGVAR(dragDirection), _direction];
// add action to class if it is not already present
private ["_type", "_initializedClasses"];
_type = typeOf _object;
_initializedClasses = GETGVAR(initializedClasses,[]);
// do nothing if the class is already initialized
if (_type in _initializedClasses) exitWith {};
_initializedClasses pushBack _type;
GVAR(initializedClasses) = _initializedClasses;
[_type, 0, ["ACE_MainActions", QGVAR(drag)], localize "STR_ACE_Dragging_Drag", "", "", {[_player, _target] call FUNC(startDrag)}, {[_player, _target] call FUNC(canDrag)}, 2] call EFUNC(interact_menu,addClassAction);
[_type, 0, ["ACE_MainActions", QGVAR(drop)], localize "STR_ACE_Dragging_Drop", "", "", {[_player, _target] call FUNC(dropObject)}, {[_player, _target] call FUNC(canDrop)}, 2] call EFUNC(interact_menu,addClassAction);

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@ -0,0 +1,43 @@
/*
* Author: commy2
*
* Start the dragging process.
*
* Argument:
* 0: Unit that should do the dragging (Object)
* 1: Object to drag (Object)
*
* Return value:
* NONE.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
// check weight
private "_weight";
_weight = [_target] call FUNC(getWeight);
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
[localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured);
};
// add a primary weapon if the unit has none.
// @todo prevent opening inventory when equipped with a fake weapon
if (primaryWeapon _unit == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
// select primary, otherwise the drag animation actions don't work.
_unit selectWeapon primaryWeapon _unit;
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// can't play action that depends on weapon if it was added the same frame
[{_this playActionNow "grabDrag";}, _unit] call EFUNC(common,execNextFrame);
[FUNC(startDragPFH), 0.2, [_unit, _target, time + 5]] call CBA_fnc_addPerFrameHandler;

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@ -0,0 +1,20 @@
// by commy2
#include "script_component.hpp"
private ["_unit", "_target", "_timeOut"];
_unit = _this select 0 select 0;
_target = _this select 0 select 1;
_timeOut = _this select 0 select 2;
// timeout. Do nothing. Quit. time, because anim length is linked to ingame time.
if (time > _timeOut) exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS) exitWith {
[_unit, _target] call FUNC(dragObject);
[_this select 1] call CBA_fnc_removePerFrameHandler;
};

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@ -0,0 +1 @@
#include "\z\ace\addons\dragging\script_component.hpp"

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@ -0,0 +1,14 @@
#define COMPONENT dragging
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_ENABLED_DRAGGING
#define DEBUG_SETTINGS DEBUG_ENABLED_DRAGGING
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define DRAG_ANIMATIONS ["amovpercmstpslowwrfldnon_acinpknlmwlkslowwrfldb_2", "amovpercmstpsraswpstdnon_acinpknlmwlksnonwpstdb_2", "amovpercmstpsnonwnondnon_acinpknlmwlksnonwnondb_2", "acinpknlmstpsraswrfldnon", "acinpknlmstpsnonwpstdnon", "acinpknlmstpsnonwnondnon", "acinpknlmwlksraswrfldb", "acinpknlmwlksnonwnondb"]

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@ -0,0 +1,56 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-21 -->
<Project name="ACE">
<Package name="Dragging">
<Key ID="STR_ACE_Dragging_Drag">
<English>Drag</English>
<Russian>Тащить</Russian>
<Spanish>Arrastrar</Spanish>
<Polish>Ciągnij</Polish>
<Czech>Táhnout</Czech>
<French>Tracter</French>
<German>Ziehen</German>
<Portuguese>Arrastar</Portuguese>
<Italian>Trascina</Italian>
<Hungarian>Húzás</Hungarian>
</Key>
<Key ID="STR_ACE_Dragging_Drop">
<English>Release</English>
<Russian>Отпустить</Russian>
<Spanish>Soltar</Spanish>
<Polish>Puść</Polish>
<Czech>Položit</Czech>
<French>Lâcher</French>
<German>Loslassen</German>
<Portuguese>Largar</Portuguese>
<Italian>Lascia</Italian>
<Hungarian>Elengedés</Hungarian>
</Key>
<Key ID="STR_ACE_Dragging_UnableToDrag">
<English>Item to heavy</English>
<German>Gegenstand zu schwer</German>
<!-- <English>Unable to drag item due to weight</English>
<Russian>Слишком тяжелый предмет</Russian>
<Spanish>No se puede arrastrar el objeto debido a su peso</Spanish>
<Polish>Nie można ciągnąć tego przedmiotu z powodu jego wagi</Polish>
<Czech>Předmět je příliž těžký!</Czech>
<French>Trop lourd pour être tracté</French>
<German>Dieser Gegenstand kann nicht gezogen werden, da er zu schwer ist.</German>
<Portuguese>Não é possível carregar o item devido a seu peso</Portuguese>
<Italian>Non è possibile trascinare l'oggetto a causa del suo peso</Italian>
<Hungarian>Túl nehéz ahhoz, hogy elhúzd</Hungarian> -->
</Key>
<Key ID="STR_ACE_Dragging_Carry">
<English>Carry</English>
<German>Tragen</German>
<Spanish>Portar</Spanish>
<Polish>Nieś</Polish>
<French>Porter</French>
<Czech>Nést</Czech>
<Portuguese>Carregar</Portuguese>
<Italian>Trascina</Italian>
<Hungarian>Felvesz</Hungarian>
<Russian>Нести</Russian>
</Key>
</Package>
</Project>

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@ -36,6 +36,11 @@ class Extended_Init_EventHandlers {
serverInit = QUOTE(_this call FUNC(vehicleInit)); serverInit = QUOTE(_this call FUNC(vehicleInit));
}; };
}; };
class StaticWeapon {
class ADDON {
serverInit = QUOTE(_this call FUNC(vehicleInit));
};
};
}; };
class Extended_Respawn_EventHandlers { class Extended_Respawn_EventHandlers {
@ -64,6 +69,11 @@ class Extended_Respawn_EventHandlers {
respawn = QUOTE(_this call FUNC(vehicleInit)); respawn = QUOTE(_this call FUNC(vehicleInit));
}; };
}; };
class StaticWeapon {
class ADDON {
respawn = QUOTE(_this call FUNC(vehicleInit));
};
};
}; };
class Extended_FiredBIS_EventHandlers { class Extended_FiredBIS_EventHandlers {
@ -92,4 +102,9 @@ class Extended_FiredBIS_EventHandlers {
firedBIS = QUOTE(_this call FUNC(firedEH)); firedBIS = QUOTE(_this call FUNC(firedEH));
}; };
}; };
class StaticWeapon {
class ADDON {
firedBIS = QUOTE(_this call FUNC(firedEH));
};
};
}; };

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@ -497,4 +497,17 @@ class CfgVehicles {
class ACE_SelfActions {}; class ACE_SelfActions {};
}; };
class thingX;
class ReammoBox_F: thingX {
class ACE_Actions {
class ACE_MainActions {
displayName = "$STR_ACE_Interaction_MainAction";
selection = "";
distance = 2;
condition = "true";
};
};
class ACE_SelfActions {};
};
}; };

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@ -53,7 +53,7 @@ GVAR(isOpeningDoor) = false;
["ACE3", QGVAR(modifierKey), localize "STR_ACE_Interaction_ModifierKey", ["ACE3", QGVAR(modifierKey), localize "STR_ACE_Interaction_ModifierKey",
{ {
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, ["isNotDragging"]] call EGVAR(common,canInteractWith)) exitWith {false}; //if !([ACE_player, objNull, ["isNotDragging"]] call EGVAR(common,canInteractWith)) exitWith {false}; // not needed
// Statement // Statement
ACE_Modifier = 1; ACE_Modifier = 1;

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@ -1,4 +1,5 @@
#include "\x\cba\addons\main\script_macros_common.hpp" #include "\x\cba\addons\main\script_macros_common.hpp"
#include "\x\cba\addons\xeh\script_xeh.hpp"
// Default versioning level // Default versioning level
#define DEFAULT_VERSIONING_LEVEL 2 #define DEFAULT_VERSIONING_LEVEL 2

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@ -43,4 +43,9 @@ class Extended_FiredBIS_EventHandlers {
firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)}); firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)});
}; };
}; };
class StaticWeapons {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0) && {getNumber (configfile >> 'CfgWeapons' >> _this select 1 >> QUOTE(QGVAR(Damage))) > 0}) then {_this call DFUNC(fireOverpressureZone)});
};
};
}; };

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@ -13,7 +13,7 @@
EXPLODE_2_PVT(_this,_player,_target); EXPLODE_2_PVT(_this,_player,_target);
// Return true for static weapons if they have been fired once // Return true for static weapons if they have been fired once, @todo 1.40 this work-around doesn't work anymore
if (_target isKindOf "StaticWeapon") exitWith { if (_target isKindOf "StaticWeapon") exitWith {
(currentMagazine _target) != "" (currentMagazine _target) != ""
}; };

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@ -13,7 +13,7 @@
// Statement // Statement
["azimuth"] call FUNC(onKeyDown); ["azimuth"] call FUNC(onKeyDown);
true false
}, },
{ {
// prevent holding down // prevent holding down
@ -24,7 +24,7 @@
// Statement // Statement
["azimuth"] call FUNC(onKeyUp); ["azimuth"] call FUNC(onKeyUp);
true false
}, },
[15, [false, false, false]], false, 0] call CBA_fnc_addKeybind; //Tab Key [15, [false, false, false]], false, 0] call CBA_fnc_addKeybind; //Tab Key
@ -42,7 +42,7 @@
// Statement // Statement
["distance"] call FUNC(onKeyDown); ["distance"] call FUNC(onKeyDown);
true false
}, },
{ {
// prevent holding down // prevent holding down
@ -53,6 +53,6 @@
// Statement // Statement
["distance"] call FUNC(onKeyUp); ["distance"] call FUNC(onKeyUp);
true false
}, },
[19, [false, false, false]], false] call CBA_fnc_addKeybind; //R Key [19, [false, false, false]], false] call CBA_fnc_addKeybind; //R Key