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Dragging - Minor code cleanup (#9859)
* Dragging minor code cleanup * Update fnc_startCarryPFH.sqf * Revert UAV changes
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@ -68,6 +68,3 @@ if (_UAVCrew isNotEqualTo []) then {
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// Check everything
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[FUNC(carryObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
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// Reset current dragging height
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GVAR(currentHeightChange) = 0;
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@ -35,16 +35,36 @@ if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the crate is destroyed OR target moved away from carrier (weapon disassembled) OR carrier starts limping
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if !(alive _target && {_unit distance _target <= 10} && {_unit getHitPointDamage "HitLegs" < 0.5}) exitWith {
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TRACE_2("dead/distance",_unit,_target);
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// Drop if the target is destroyed
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if (!alive _target) exitWith {
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TRACE_2("dead",_unit,_target);
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if ((_unit distance _target > 10) && {(CBA_missionTime - _startTime) < 1}) exitWith {
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target moved away from carrier (e.g. weapon disassembled)
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// attachTo seems to have some kind of network delay and target can return an odd position during the first few frames,
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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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if (_unit distance _target > 10 && {(CBA_missionTime - _startTime) >= 1}) exitWith {
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TRACE_2("distance",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the carrier starts limping
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if (_unit getHitPointDamage "HitLegs" >= 0.5) exitWith {
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TRACE_2("limping",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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@ -54,7 +74,7 @@ if !(alive _target && {_unit distance _target <= 10} && {_unit getHitPointDamage
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};
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// Drop static if crew is in it (UAV crew deletion may take a few frames)
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if (_target isKindOf "StaticWeapon" && {(crew _target) isNotEqualTo []} && {!(_target getVariable [QGVAR(isUAV), false])}) then {
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if (_target isKindOf "StaticWeapon" && {!(_target getVariable [QGVAR(isUAV), false])} && {(crew _target) isNotEqualTo []}) exitWith {
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TRACE_2("static weapon crewed",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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@ -57,7 +57,7 @@ GVAR(releaseActionID) = [0xF1, [false, false, false], {
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["", LLSTRING(Drop)] call EFUNC(interaction,showMouseHint);
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// Block firing
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if !(GVAR(dragAndFire)) then {
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if (!GVAR(dragAndFire)) then {
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_unit setVariable [QGVAR(blockFire), [
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_unit, "DefaultAction",
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{true},
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@ -70,6 +70,7 @@ if !(GVAR(dragAndFire)) then {
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// Prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
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if (_UAVCrew isNotEqualTo []) then {
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{
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_target deleteVehicleCrew _x;
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@ -81,8 +82,5 @@ if (_UAVCrew isNotEqualTo []) then {
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// Check everything
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[FUNC(dragObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
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// Reset current dragging height.
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GVAR(currentHeightChange) = 0;
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// Fixes not being able to move when in combat pace
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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@ -31,15 +31,20 @@ if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the crate is destroyed OR (target moved away from carrier (weapon disasembled))
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if (!alive _target || {_unit distance _target > 10}) then {
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TRACE_2("dead/distance",_unit,_target);
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// Drop if the target is destroyed
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if (!alive _target) exitWith {
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TRACE_2("dead",_unit,_target);
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if ((_unit distance _target > 10) && {(CBA_missionTime - _startTime) < 1}) exitWith {
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[_unit, _target] call FUNC(dropObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target moved away from carrier (e.g. weapon disassembled)
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// attachTo seems to have some kind of network delay and target can return an odd position during the first few frames,
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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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if (_unit distance _target > 10 && {(CBA_missionTime - _startTime) >= 1}) exitWith {
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TRACE_2("distance",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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@ -47,7 +52,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
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};
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// Drop static if crew is in it (UAV crew deletion may take a few frames)
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if (_target isKindOf "StaticWeapon" && {(crew _target) isNotEqualTo []} && {!(_target getVariable [QGVAR(isUAV), false])}) then {
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if (_target isKindOf "StaticWeapon" && {!(_target getVariable [QGVAR(isUAV), false])} && {(crew _target) isNotEqualTo []}) exitWith {
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TRACE_2("static weapon crewed",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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@ -26,7 +26,7 @@ if (!isNil QGVAR(releaseActionID)) then {
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};
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// Stop blocking
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if !(GVAR(dragAndFire)) then {
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if (!GVAR(dragAndFire)) then {
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[_unit, "DefaultAction", _unit getVariable [QGVAR(blockFire), -1]] call EFUNC(common,removeActionEventHandler);
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};
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@ -82,6 +82,8 @@ if (_unit getVariable ["ACE_isUnconscious", false]) then {
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// Recreate UAV crew (add a frame delay or this may cause the vehicle to be moved to [0,0,0])
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if (_target getVariable [QGVAR(isUAV), false]) then {
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_target setVariable [QGVAR(isUAV), nil, true];
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[{
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params ["_target"];
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if (!alive _target) exitWith {};
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@ -88,6 +88,8 @@ if !(_target isKindOf "CAManBase") then {
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// Recreate UAV crew (add a frame delay or this may cause the vehicle to be moved to [0,0,0])
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if (_target getVariable [QGVAR(isUAV), false]) then {
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_target setVariable [QGVAR(isUAV), nil, true];
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[{
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params ["_target"];
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if (!alive _target) exitWith {};
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@ -27,7 +27,7 @@ private _carriedItem = _unit getVariable [QGVAR(carriedObject), objNull];
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// Disabled for persons
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if (_carriedItem isKindOf "CAManBase") exitWith {false};
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if !(CBA_events_control) then {
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if (!CBA_events_control) then {
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// Raise/lower
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// Move carried item 15 cm per scroll interval
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_scrollAmount = _scrollAmount * 0.15;
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@ -17,7 +17,7 @@
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params ["_unit"];
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// If not dragging, don't do anything
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// If not carrying, don't do anything
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if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {};
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// If action is already present, don't add it again
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@ -49,7 +49,7 @@ if (_target isKindOf "CAManBase") then {
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_primaryWeapon = "ACE_FakePrimaryWeapon";
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};
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// Select primary, otherwise the drag animation actions don't work
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// Select primary, otherwise the carry animation actions don't work
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_unit selectWeapon _primaryWeapon;
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// Move a bit closer and adjust direction when trying to pick up a person
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@ -32,9 +32,9 @@ if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
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if (!alive _target || {_unit distance _target > 10}) then {
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TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
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// Drop if the target is destroyed, if the target moved away from carrier (e.g. weapon disassembled) or if the carrier starts limping
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if !(alive _target && {_unit distance _target <= 10} && {_unit getHitPointDamage "HitLegs" < 0.5}) exitWith {
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TRACE_4("dead/distance/limping",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dropObject_carry);
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_idPFH call CBA_fnc_removePerFrameHandler;
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@ -42,7 +42,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
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// Handle persons vs. objects
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if (_target isKindOf "CAManBase") then {
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// Drop if in timeout
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// Carry person after timeout (animation takes a long time to finish)
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if (CBA_missionTime > _timeOut) exitWith {
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TRACE_4("Start carry person",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(carryObject);
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@ -50,7 +50,7 @@ if (_target isKindOf "CAManBase") then {
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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} else {
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// Drop if in timeout
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// Timeout: Drop target. CBA_missionTime, because anim length is linked to ingame time
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if (CBA_missionTime > _timeOut) exitWith {
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TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
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_idPFH call CBA_fnc_removePerFrameHandler;
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@ -40,7 +40,7 @@ if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
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private _primaryWeapon = primaryWeapon _unit;
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// Add a primary weapon if the unit has none
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if !(GVAR(dragAndFire)) then {
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if (!GVAR(dragAndFire)) then {
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if (_primaryWeapon == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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_primaryWeapon = "ACE_FakePrimaryWeapon";
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@ -32,15 +32,15 @@ if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Same as dragObjectPFH, checks if object is deleted, dead or target moved away from carrier (e.g. weapon disassembled)
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if (!alive _target || {_unit distance _target > 10}) then {
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// Drop if the target is destroyed or if the target moved away from carrier (e.g. weapon disassembled)
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if (!alive _target || {_unit distance _target > 10}) exitWith {
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TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dropObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Timeout: Do nothing, quit. CBA_missionTime, because anim length is linked to ingame time
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// Timeout: Drop target. CBA_missionTime, because anim length is linked to ingame time
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if (CBA_missionTime > _timeOut) exitWith {
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TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
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_idPFH call CBA_fnc_removePerFrameHandler;
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@ -21,7 +21,7 @@
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[LSTRING(allowRunWithLightweight_DisplayName), LSTRING(allowRunWithLightweight_Description)],
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LLSTRING(SettingsName),
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true,
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true
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1
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] call CBA_fnc_addSetting;
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[
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@ -30,5 +30,5 @@
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[LSTRING(skipContainerWeight_DisplayName), LSTRING(skipContainerWeight_Description)],
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LLSTRING(SettingsName),
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false,
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true
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1
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] call CBA_fnc_addSetting;
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