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Dragging - Prevent carrying crewed static weapons (#9491)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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@ -55,12 +55,6 @@ _unit setVariable [QGVAR(releaseActionID), [
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// Add anim changed EH
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[_unit, "AnimChanged", FUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
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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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// Prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
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@ -71,3 +65,9 @@ if (_UAVCrew isNotEqualTo []) then {
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_target setVariable [QGVAR(isUAV), true, true];
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};
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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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@ -53,6 +53,18 @@ if !(alive _target && {_unit distance _target <= 10} && {_unit getHitPointDamage
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_idPFH call CBA_fnc_removePerFrameHandler;
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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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TRACE_2("static weapon crewed",_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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private _previousHint = _unit getVariable [QGVAR(hint), []];
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// If paused, don't show mouse button hints
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@ -68,18 +68,8 @@ if !(GVAR(dragAndFire)) then {
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// Add anim changed EH
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[_unit, "AnimChanged", FUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
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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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// Prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
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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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if (_UAVCrew isNotEqualTo []) then {
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{
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_target deleteVehicleCrew _x;
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@ -87,3 +77,12 @@ if (_UAVCrew isNotEqualTo []) then {
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_target setVariable [QGVAR(isUAV), true, true];
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};
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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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@ -45,3 +45,15 @@ if (!alive _target || {_unit distance _target > 10}) then {
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_idPFH call CBA_fnc_removePerFrameHandler;
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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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TRACE_2("static weapon crewed",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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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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@ -80,9 +80,14 @@ if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "unconscious", 2] call EFUNC(common,doAnimation);
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};
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// Recreate UAV crew
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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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[{
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params ["_target"];
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if (!alive _target) exitWith {};
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TRACE_2("restoring uav crew",_target,getPosASL _target);
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createVehicleCrew _target;
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}, [_target]] call CBA_fnc_execNextFrame;
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};
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// Fixes not being able to move when in combat pace
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@ -77,9 +77,14 @@ if !(_target isKindOf "CAManBase") then {
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[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
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};
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// Recreate UAV crew
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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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[{
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params ["_target"];
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if (!alive _target) exitWith {};
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TRACE_2("restoring uav crew",_target,getPosASL _target);
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createVehicleCrew _target;
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}, [_target]] call CBA_fnc_execNextFrame;
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};
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// Reset mass
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