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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
add carry objects
This commit is contained in:
parent
57becc203c
commit
75548e21d9
@ -3,25 +3,34 @@ class CfgVehicles {
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class ThingX;
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class ReammoBox_F: ThingX {
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XEH_ENABLED;
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GVAR(canCarry) = 0;
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GVAR(carryPosition[]) = {0,1,1};
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GVAR(carryDirection) = 0;
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GVAR(canDrag) = 0;
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GVAR(dragPosition[]) = {0,1.2,0};
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GVAR(dragDirection) = 0;
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};
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class Slingload_base_F: ReammoBox_F {
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GVAR(canCarry) = 0;
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GVAR(canDrag) = 0;
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};
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class EAST_Box_Base: ReammoBox_F {
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GVAR(canCarry) = 1;
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GVAR(canDrag) = 1;
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};
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class IND_Box_Base: ReammoBox_F {
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GVAR(canCarry) = 1;
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GVAR(canDrag) = 1;
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};
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/*class FIA_Box_Base_F: ReammoBox_F {
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GVAR(canCarry) = 1;
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GVAR(canDrag) = 1;
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};*/
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class NATO_Box_Base: ReammoBox_F {
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GVAR(canCarry) = 1;
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GVAR(canDrag) = 1;
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};
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@ -31,14 +40,17 @@ class CfgVehicles {
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// in order to move the bigger ones. Currently simply remove support.
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// I believe these crates are currently broken (hitbox doesn't work or something) in 1.22 (2014-07-04)
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class Box_East_AmmoVeh_F: EAST_Box_Base {
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GVAR(canCarry) = 0;
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GVAR(canDrag) = 0;
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};
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class Box_NATO_AmmoVeh_F: NATO_Box_Base {
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GVAR(canCarry) = 0;
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GVAR(canDrag) = 0;
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};
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class Box_IND_AmmoVeh_F: IND_Box_Base {
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GVAR(canCarry) = 0;
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GVAR(canDrag) = 0;
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};
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};
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@ -10,6 +10,7 @@ if (isNil QGVAR(maxWeight)) then {
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};
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["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
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["playerChanged", {
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@ -2,13 +2,19 @@
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ADDON = false;
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PREP(canCarry);
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PREP(canDrag);
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PREP(canDrop);
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PREP(canDrop_carry);
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PREP(carryObject);
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PREP(carryObjectPFH);
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PREP(dragObject);
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PREP(dragObjectPFH);
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PREP(dropObject);
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PREP(dropObject_carry);
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PREP(initObject);
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PREP(isObjectOnObject);
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PREP(setCarryable);
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PREP(setDraggable);
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PREP(startDrag);
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PREP(startDragPFH);
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25
addons/dragging/functions/fnc_canCarry.sqf
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25
addons/dragging/functions/fnc_canCarry.sqf
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@ -0,0 +1,25 @@
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/*
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* Author: commy2
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*
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* Check if unit can carry the object. Doesn't check weight.
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*
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* Argument:
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* 0: Unit that should do the carrying (Object)
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* 1: Object to carry (Object)
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*
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* Return value:
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* Can the unit carry the object? (Bool)
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// a static weapon has to be empty for dragging
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if ((typeOf _target) isKindOf "StaticWeapon" && {count crew _target > 0}) exitWith {false};
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_target getVariable [QGVAR(canCarry), false]
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@ -21,3 +21,5 @@ if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// a static weapon has to be empty for dragging
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if ((typeOf _target) isKindOf "StaticWeapon" && {count crew _target > 0}) exitWith {false};
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_target getVariable [QGVAR(canDrag), false]
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22
addons/dragging/functions/fnc_canDrop_carry.sqf
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22
addons/dragging/functions/fnc_canDrop_carry.sqf
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@ -0,0 +1,22 @@
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/*
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* Author: commy2
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*
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* Check if unit can drop the carried object.
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*
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* Argument:
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* 0: Unit that currently carries a object (Object)
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* 1: Object that is carried (Object)
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*
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* Return value:
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* Can the unit drop the object? (Bool)
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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if !([_unit, _target, ["isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {false};
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_unit getVariable [QGVAR(carriedObject), objNull] == _target
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66
addons/dragging/functions/fnc_carryObject.sqf
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66
addons/dragging/functions/fnc_carryObject.sqf
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@ -0,0 +1,66 @@
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/*
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* Author: commy2
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*
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* Carry an object.
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*
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* Argument:
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* 0: Unit that should do the carrying (Object)
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* 1: Object to carry (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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// select no weapon and stop sprinting
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_unit action ["SwitchWeapon", _unit, _unit, 99];
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[_unit, "isDragging", true] call EFUNC(common,setforceWalkStatus);
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// get attachTo offset and direction.
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private ["_position", "_direction"];
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_position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]];
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_direction = _target getVariable [QGVAR(carryDirection), 0];
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// attach object
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_target attachTo [_unit, _position];
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_target setDir _direction;
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_unit setVariable [QGVAR(isCarrying), true, true];
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_unit setVariable [QGVAR(carriedObject), _target, true];
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// add scrollwheel action to release object
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private "_actionID";
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_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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};
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_actionID = _unit addAction [
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format ["<t color='#FF0000'>%1</t>", localize "STR_ACE_Dragging_Drop"],
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QUOTE([ARR_2(_this select 0, (_this select 0) getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)])] call FUNC(dropObject_carry)),
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nil,
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20,
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false,
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true,
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"",
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QUOTE(!isNull (_this getVariable [ARR_2(QUOTE(QGVAR(carriedObject)),objNull)]))
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];
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_unit setVariable [QGVAR(ReleaseActionID), _actionID];
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// check everything
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[FUNC(carryObjectPFH), 0, [_unit, _target]] call CBA_fnc_addPerFrameHandler;
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// reset current dragging height.
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GVAR(currentHeightChange) = 0;
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30
addons/dragging/functions/fnc_carryObjectPFH.sqf
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30
addons/dragging/functions/fnc_carryObjectPFH.sqf
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@ -0,0 +1,30 @@
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// by commy2
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0 select 0;
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_target = _this select 0 select 1;
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// drop if the player is dead
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if !([_unit] call EFUNC(common,isAlive)) exitWith {
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[_unit, _target] call FUNC(dropObject_carry);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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// drop if the crate is destroyed
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if !([_target] call EFUNC(common,isAlive)) exitWith {
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[_unit, _target] call FUNC(dropObject_carry);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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// drop if not in carrying anim.
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if (currentWeapon _unit != "") exitWith {
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[_unit, _target] call FUNC(dropObject_carry);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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if !([_unit] call EFUNC(common,isPlayer)) exitWith {
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[_unit, _target] call FUNC(dropObject_carry);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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@ -24,6 +24,11 @@ if !(animationState _unit in DRAG_ANIMATIONS) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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if (currentWeapon _unit != primaryWeapon _unit) exitWith {
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[_unit, _target] call FUNC(dropObject);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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if !([_unit] call EFUNC(common,isPlayer)) exitWith {
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[_unit, _target] call FUNC(dropObject);
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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49
addons/dragging/functions/fnc_dropObject_carry.sqf
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49
addons/dragging/functions/fnc_dropObject_carry.sqf
Normal file
@ -0,0 +1,49 @@
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/*
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* Author: commy2
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*
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* Drop a carried object.
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*
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* Argument:
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* 0: Unit that carries the other object (Object)
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* 1: Carried object to drop (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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// remove scroll wheel action
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_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
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private "_inBuilding";
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_inBuilding = [_unit] call FUNC(isObjectOnObject);
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// prevent collision damage
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["fixCollision", _unit, _unit] call EFUNC(common,targetEvent);
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["fixCollision", _target, _target] call EFUNC(common,targetEvent);
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// release object
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detach _target;
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// reselect weapon and re-enable sprint
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_unit selectWeapon primaryWeapon _unit;
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[_unit, "isDragging", false] call EFUNC(common,setforceWalkStatus);
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// prevent object from flipping inside buildings
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if (_inBuilding) then {
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_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
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};
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_unit setVariable [QGVAR(isCarrying), false, true];
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_unit setVariable [QGVAR(carriedObject), objNull, true];
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// make object accesable for other units
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[objNull, _target, true] call EFUNC(common,claim);
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["fixPosition", _target, _target] call EFUNC(common,targetEvent);
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@ -1,7 +1,7 @@
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/*
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* Author: commy2
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*
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* Initialize variables for dragable objects. Called from init EH.
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* Initialize variables for drag or carryable objects. Called from init EH.
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*
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* Argument:
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* 0: Any object (Object)
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@ -15,11 +15,23 @@ private "_object";
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_object = _this select 0;
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if (getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(canDrag)) == 1) then {
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private "_config";
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_config = configFile >> "CfgVehicles" >> typeOf _object;
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if (getNumber (_config >> QGVAR(canDrag)) == 1) then {
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private ["_position", "_direction"];
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_position = getArray (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(dragPosition));
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_direction = getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(dragDirection));
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_position = getArray (_config >> QGVAR(dragPosition));
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_direction = getNumber (_config >> QGVAR(dragDirection));
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[_object, true, _position, _direction] call FUNC(setDraggable);
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};
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if (getNumber (_config >> QGVAR(canCarry)) == 1) then {
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private ["_position", "_direction"];
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_position = getArray (_config >> QGVAR(carryPosition));
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_direction = getNumber (_config >> QGVAR(carryDirection));
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[_object, true, _position, _direction] call FUNC(setCarryable);
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};
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52
addons/dragging/functions/fnc_setCarryable.sqf
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52
addons/dragging/functions/fnc_setCarryable.sqf
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@ -0,0 +1,52 @@
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/*
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* Author: commy2
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*
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* Enable the object to be carried.
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*
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* Argument:
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* 0: Any object (Object)
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* 1: true to enable carrying, false to disable (Bool)
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* 2: Position offset for attachTo command (Array, optinal; default: [0,0,0])
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* 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_object", "_enableCarry", "_position", "_direction"];
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_this resize 4;
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_object = _this select 0;
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_enableCarry = _this select 1;
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_position = _this select 2;
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_direction = _this select 3;
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if (isNil "_position") then {
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_position = _object getVariable [QGVAR(carryPosition), [0,0,0]];
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};
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if (isNil "_direction") then {
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_direction = _object getVariable [QGVAR(carryDirection), 0];
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};
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// update variables
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_object setVariable [QGVAR(canCarry), _enableCarry];
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_object setVariable [QGVAR(carryPosition), _position];
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_object setVariable [QGVAR(carryDirection), _direction];
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// add action to class if it is not already present
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private ["_type", "_initializedClasses"];
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_type = typeOf _object;
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_initializedClasses = GETGVAR(initializedClasses_carry,[]);
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// do nothing if the class is already initialized
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if (_type in _initializedClasses) exitWith {};
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_initializedClasses pushBack _type;
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GVAR(initializedClasses_carry) = _initializedClasses;
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[_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);
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[_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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