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Fixed getting stuck on rope whilst fastroping (#3734)
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@ -35,6 +35,6 @@ _deployedRopes set [_usableRopeIndex, _usableRope];
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_vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
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//Start server PFH asap
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[QGVAR(startFastRope), [_unit, _vehicle, _usableRope, _usableRopeIndex]] call EFUNC(common,serverEvent);
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[QGVAR(startFastRope), [_unit, _vehicle, _usableRope, _usableRopeIndex, false]] call EFUNC(common,serverEvent);
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moveOut _unit;
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[FUNC(fastRopeLocalPFH), 0, [_unit, _vehicle, _usableRope, _usableRopeIndex]] call CBA_fnc_addPerFrameHandler;
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@ -17,7 +17,7 @@
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#include "script_component.hpp"
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params ["_arguments", "_pfhHandle"];
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_arguments params ["_unit", "_vehicle", "_rope", "_ropeIndex"];
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_arguments params ["_unit", "_vehicle", "_rope", "_ropeIndex", "_hasBeenAttached"];
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_rope params ["_attachmentPoint", "_ropeTop", "_ropeBottom", "_dummy", "_hook", "_occupied"];
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private ["_vectorUp", "_vectorDir", "_origin"];
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@ -37,10 +37,15 @@ if (getMass _dummy != 80) exitWith {
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ropeUnwind [_ropeBottom, 6, 0.5];
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};
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//Check if rope broke and unit is falling
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//Check if the player has been attached to the rope yet
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if (!_hasBeenAttached && {!(isNull attachedTo _unit)}) then {
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_hasBeenAttached = true;
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_arguments set [4, true];
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};
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//Exit when the unit has been detached and is falling (rope broke, heli flew too fast, etc.)
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//Make sure this isn't executed before the unit is actually fastroping
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//Note: Stretching ropes does not change ropeLength
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if ((isNull attachedTo _unit) && {ropeLength _ropeTop > 0.5}) exitWith {
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if (_hasBeenAttached && {isNull attachedTo _unit}) exitWith {
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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