/* * Author: commy2 * * Drop a carried object. * * Arguments: * 0: Unit that carries the other object * 1: Carried object to drop * * Return Value: * None * * Public: No */ #include "script_component.hpp" params ["_unit", "_target"]; // remove scroll wheel action _unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]); private "_inBuilding"; _inBuilding = [_unit] call FUNC(isObjectOnObject); // prevent collision damage ["fixCollision", _unit] call EFUNC(common,localEvent); ["fixCollision", _target, _target] call EFUNC(common,targetEvent); // release object detach _target; // fix anim when aborting carrying persons if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then { if (vehicle _unit == _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then { [_unit, "", 2, true] call EFUNC(common,doAnimation); }; if (_target getVariable ["ACE_isUnconscious", false]) then { [_target, "unconscious", 2, true] call EFUNC(common,doAnimation); } else { [_target, "", 2, true] call EFUNC(common,doAnimation); //@todo }; }; // properly remove fake weapon _unit removeWeapon "ACE_FakePrimaryWeapon"; // reselect weapon and re-enable sprint _unit selectWeapon primaryWeapon _unit; [_unit, "isDragging", false] call EFUNC(common,setforceWalkStatus); // 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 accesable for other units [objNull, _target, true] call EFUNC(common,claim); if !(_target isKindOf "CAManBase") then { ["fixPosition", _target, _target] call EFUNC(common,targetEvent); ["fixFloating", _target, _target] call EFUNC(common,targetEvent); };