/*
 * Author: commy2
 *
 * Drop a dragged object.
 *
 * Arguments:
 * 0: Unit that drags the other object <OBJECT>
 * 1: Dragged object to drop <OBJECT>
 *
 * 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);

if !(_unit getvariable ["ACE_isUnconscious", false]) then {
	// play release animation
	_unit playAction "released";
};

// prevent collision damage
["fixCollision", _unit] call EFUNC(common,localEvent);
["fixCollision", _target, _target] call EFUNC(common,targetEvent);

// release object
detach _target;

if (_target isKindOf "CAManBase") then {
    if (_target getVariable ["ACE_isUnconscious", false]) then {
        [_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
    } else {
        [_target, "", 2, true] call EFUNC(common,doAnimation);  //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
    };
};

_unit removeWeapon "ACE_FakePrimaryWeapon";

// prevent object from flipping inside buildings
if (_inBuilding) then {
    _target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};

_unit setVariable [QGVAR(isDragging), false, true];
_unit setVariable [QGVAR(draggedObject), 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);
};

if (_unit getvariable ["ACE_isUnconscious", false]) then {
    [_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
};