#include "script_component.hpp" /* * Author: commy2, PiZZADOX * Start the carrying process. * * Arguments: * 0: Unit that should do the carrying * 1: Object to carry * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_startCarry; * * Public: No */ params ["_unit", "_target"]; TRACE_2("params",_unit,_target); private _weight = [_target] call FUNC(getWeight); // exempt from weight check if object has override variable set private _weight = 0; if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then { _weight = [_target] call FUNC(getWeight); }; // exit if object weight is over global var value if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith { [localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured); }; private _timer = CBA_missionTime + 5; // handle objects vs persons if (_target isKindOf "CAManBase") then { // add a primary weapon if the unit has none. if (primaryWeapon _unit isEqualto "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; }; // select primary, otherwise the drag animation actions don't work. _unit selectWeapon primaryWeapon _unit; // move a bit closer and adjust direction when trying to pick up a person _target setDir (getDir _unit + 180); _target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit)); [_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation); [_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation); _timer = CBA_missionTime + 10; } else { // select no weapon and stop sprinting private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex); _unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true]; _unit action ["SwitchWeapon", _unit, _unit, 299]; [_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation); private _canRun = [_weight] call FUNC(canRun_carry); // only force walking if we're overweight [_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set); [_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set); }; [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); // prevent multiple players from accessing the same object [_unit, _target, true] call EFUNC(common,claim); // prevents draging and carrying at the same time _unit setVariable [QGVAR(isCarrying), true, true]; // required for aborting animation _unit setVariable [QGVAR(carriedObject), _target, true]; [FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] 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 };