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Reenable collision on drop, Update function headers
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@ -7,13 +7,14 @@
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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* 2: Start time <NUMBER>
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* 3: Disabled Collision Objects <ARRAY> (empty for in-PFH changes)
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* 1: PFEH Id <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [[player, target], 20] call ace_dragging_fnc_carryObjectPFH;
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* [[player, target, []], 20] call ace_dragging_fnc_carryObjectPFH;
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*
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* Public: No
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*/
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@ -39,7 +40,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
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//so wait a full second to exit if out of range (this is critical as we would otherwise detach and set it's pos to weird pos)
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TRACE_3("ignoring bad distance at start",_unit distance _target,_startTime,CBA_missionTime);
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};
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[_unit, _target] call FUNC(dropObject_carry);
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[_unit, _target, _disabledCollisionObjects] call FUNC(dropObject_carry);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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@ -5,19 +5,20 @@
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* Arguments:
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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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* 2: Disabled Collision Objects <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
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* [player, cursorTarget, [p1, p2]] call ace_dragging_fnc_dropObject_carry;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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params ["_unit", "_target", "_disabledCollisionObjects"];
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TRACE_1("params",_this);
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// remove drop action
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[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
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@ -75,3 +76,8 @@ if !(_target isKindOf "CAManBase") then {
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if (_target getVariable [QGVAR(isUAV), false]) then {
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createVehicleCrew _target;
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};
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// Reenable collision with nearby objects
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{
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_target enableCollisionWith _x;
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} forEach _disabledCollisionObjects;
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