#include "..\script_component.hpp" /* * Author: commy2 * Checks for dragging conditions. If these are met, the unit will start dragging. Called from ace_dragging_fnc_startDrag. * * Arguments: * 0: Arguments * - 0: Unit * - 1: Target * - 2: Timeout * 1: PFEH Id * * Return Value: * None * * Example: * [[player, cursorTarget, 10], _idPFH] call ace_dragging_fnc_startDragPFH; * * Public: No */ #ifdef DEBUG_ENABLED_DRAGGING systemChat format ["%1 startDragPFH running", CBA_missionTime]; #endif params ["_args", "_idPFH"]; _args params ["_unit", "_target", "_timeOut"]; // Handle aborting drag if !(_unit getVariable [QGVAR(isDragging), false]) exitWith { TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime); _idPFH call CBA_fnc_removePerFrameHandler; }; // Drop if the target is destroyed or if the target moved away from carrier (e.g. weapon disassembled) if (!alive _target || {_unit distance _target > 10}) exitWith { TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime); [_unit, _target] call FUNC(dropObject); _idPFH call CBA_fnc_removePerFrameHandler; }; // Timeout: Drop target. CBA_missionTime, because anim length is linked to ingame time if (CBA_missionTime > _timeOut) exitWith { TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime); _idPFH call CBA_fnc_removePerFrameHandler; // Drop if in timeout private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull]; [_unit, _draggedObject] call FUNC(dropObject); }; // Unit is ready to start dragging if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith { TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime); [_unit, _target] call FUNC(dragObject); _idPFH call CBA_fnc_removePerFrameHandler; };