#include "..\script_component.hpp" /* * Author: commy2 * Drops a carried object. * * Arguments: * 0: Unit that carries the other object * 1: Carried object to drop * 2: Try loading object into vehicle (default: false) * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_dropObject_carry; * * Public: No */ params ["_unit", "_target", ["_tryLoad", false]]; TRACE_1("params",_this); // Remove drop action [_unit, "DefaultAction", _unit getVariable [QGVAR(releaseActionID), -1]] call EFUNC(common,removeActionEventHandler); _unit setVariable [QGVAR(releaseActionID), nil]; private _inBuilding = _unit call FUNC(isObjectOnObject); // Prevent collision damage [QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent; [QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent; private _cursorObject = cursorObject; _tryLoad = _tryLoad && {!isNull _cursorObject} && {[_unit, _cursorObject, ["isNotCarrying"]] call EFUNC(common,canInteractWith)}; private _loadCargo = false; // Don't release object if loading into vehicle (object might be released into vehicle) if (_tryLoad && {!(_target isKindOf "CAManBase")} && {["ace_cargo"] call EFUNC(common,isModLoaded)} && {[_target, _cursorObject] call EFUNC(cargo,canLoadItemIn)}) then { _loadCargo = true; } else { // Release object detach _target; }; // Fix anim when aborting carrying persons if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then { if (isNull objectParent _unit && {_unit call EFUNC(common,isAwake)}) then { [_unit, "", 2] call EFUNC(common,doAnimation); }; if (_target getVariable ["ACE_isUnconscious", false]) then { [_target, "unconscious", 2] call EFUNC(common,doAnimation); } else { [_target, "", 2] call EFUNC(common,doAnimation); //@todo }; }; // Properly remove fake weapon _unit removeWeapon "ACE_FakePrimaryWeapon"; // Reselect weapon and re-enable sprint private _previousWeaponState = _unit getVariable QGVAR(previousWeapon); if (!isNil "_previousWeaponState") then { _unit selectWeapon _previousWeaponState; _unit setVariable [QGVAR(previousWeapon), nil, true]; }; [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); // Prevent object from flipping inside buildings if (_inBuilding) then { _target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]); }; _unit setVariable [QGVAR(isCarrying), false, true]; _unit setVariable [QGVAR(carriedObject), objNull, true]; // Make object accessible for other units [objNull, _target, true] call EFUNC(common,claim); if !(_target isKindOf "CAManBase") then { [QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent; [QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent; }; // Reenable UAV crew private _UAVCrew = _target getVariable [QGVAR(isUAV), []]; if (_UAVCrew isNotEqualTo []) then { // Reenable AI { [_x, false] call EFUNC(common,disableAiUAV); } forEach _UAVCrew; _target setVariable [QGVAR(isUAV), nil, true]; }; // Reset mass private _mass = _target getVariable [QGVAR(originalMass), 0]; if (_mass != 0) then { [QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync }; // Reset temp direction _target setVariable [QGVAR(carryDirection_temp), nil]; // (Try) loading into vehicle if (_loadCargo) then { [_unit, _target, _cursorObject] call EFUNC(cargo,startLoadIn); } else { if (_tryLoad && {_unit distance _cursorObject <= MAX_LOAD_DISTANCE_MAN} && {_target isKindOf "CAManBase"}) then { private _vehicles = [_cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat); if ([_cursorObject] isEqualTo _vehicles) then { if (GETEGVAR(medical,enabled,false)) then { [_unit, _target, _cursorObject] call EFUNC(medical_treatment,loadUnit); } else { [_unit, _target, _cursorObject] call EFUNC(common,loadPerson); }; }; }; };