Dragging - Fix player getting locked with isCarrying (#6770)

This commit is contained in:
PabstMirror
2019-01-07 09:45:48 -06:00
committed by GitHub
parent b181fa6013
commit 59aa38185a

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@ -35,7 +35,7 @@ if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled)) // same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then { if (!alive _target || {_unit distance _target > 10}) then {
TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime); TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dropObject); [_unit, _target] call FUNC(dropObject_carry);
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
}; };
@ -54,7 +54,7 @@ if (_target isKindOf "CAManBase") then {
// drop if in timeout // drop if in timeout
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull]; private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject); [_unit, _draggedObject] call FUNC(dropObject_carry);
}; };
// wait for the unit to stand up // wait for the unit to stand up