/* * Author: commy2 * Drag PFH * * Arguments: * 0: ARGS * 0: Unit * 1: Target * 2: Timeout * 1: PFEH Id * * Return Value: * None * * Example: * [[player, target, 100], 20] call ace_dragging_fnc_startDragPFH; * * Public: No */ #include "script_component.hpp" #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; }; // same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled)) if (!alive _target || {_unit distance _target > 10}) then { TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime); [_unit, _target] call FUNC(dropObject); [_idPFH] call CBA_fnc_removePerFrameHandler; }; // timeout. Do nothing. Quit. 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) exitWith { TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime); [_unit, _target] call FUNC(dragObject); [_idPFH] call CBA_fnc_removePerFrameHandler; };