#include "..\script_component.hpp" /* * Author: commy2, PiZZADOX, Malbryn * Starts the dragging process. * * Arguments: * 0: Unit that should do the dragging * 1: Object to drag * 2: If object was successfully claimed * * Return Value: * None * * Example: * [player, cursorTarget, true] call ace_dragging_fnc_startDragLocal * * Public: No */ params ["_unit", "_target", "_claimed"]; TRACE_3("params",_unit,_target,_claimed); if (!_claimed) exitWith { WARNING_1("already claimed %1",_this) }; // Exempt from weight check if object has override variable set private _weight = 0; if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then { _weight = _target call FUNC(getWeight); }; // Exit if object weight is over global var value if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith { // Release claim on object [objNull, _target, true] call EFUNC(common,claim); [LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured); }; private _primaryWeapon = primaryWeapon _unit; // Add a primary weapon if the unit has none if (!GVAR(dragAndFire)) then { if (_primaryWeapon == "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; _primaryWeapon = "ACE_FakePrimaryWeapon"; }; // Keep the laser/light on if the weapon is already selected if (currentWeapon _unit != _primaryWeapon) then { _unit selectWeapon _primaryWeapon; }; } else { // Making sure the unit is holding a primary weapon or handgun private _handgunWeapon = handgunWeapon _unit; if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then { if (_primaryWeapon != "") then { // Use primary if possible _unit selectWeapon _primaryWeapon; } else { if (_handgunWeapon != "") then { // Use pistol if unit has no primary _unit selectWeapon _handgunWeapon; } else { // Add fake weapon if no weapons besides launcher are available _unit addWeapon "ACE_FakePrimaryWeapon"; _unit selectWeapon "ACE_FakePrimaryWeapon"; }; }; }; }; // Save the weapon so we can monitor if it changes _unit setVariable [QGVAR(currentWeapon), currentWeapon _unit]; [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); // Can't play action that depends on weapon if it was added the same frame if !(_unit call EFUNC(common,isSwimming)) then { [{ private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""]; if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then { [_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture); } else { [_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture); }; }, _unit] call CBA_fnc_execNextFrame; }; // Move a bit closer and adjust direction when trying to pick up a person if (_target isKindOf "CAManBase") then { [QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent; _target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5)); [_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation); }; // Prevents dragging and carrying at the same time _unit setVariable [QGVAR(isDragging), true, true]; [LINKFUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler; // Disable collisions by setting the physx mass to almost zero private _mass = getMass _target; if (_mass > 1) then { _target setVariable [QGVAR(originalMass), _mass, true]; [QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync };