// by commy2 #include "script_component.hpp" #ifdef DEBUG_ENABLED_DRAGGING systemChat format ["%1 startDragPFH running", time]; #endif private ["_unit", "_target", "_timeOut"]; _unit = _this select 0 select 0; _target = _this select 0 select 1; _timeOut = _this select 0 select 2; // handle aborting drag if !(_unit getVariable [QGVAR(isDragging), false]) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; }; // same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled)) if ((!([_target] call EFUNC(common,isAlive))) || {(_unit distance _target) > 10}) then { [_unit, _target] call FUNC(dropObject); [_this select 1] call CBA_fnc_removePerFrameHandler; }; // timeout. Do nothing. Quit. time, because anim length is linked to ingame time. if (time > _timeOut) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; // drop if in timeout private "_draggedObject"; _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull]; [_unit, _draggedObject] call FUNC(dropObject); }; // unit is ready to start dragging if (animationState _unit in DRAG_ANIMATIONS) exitWith { [_unit, _target] call FUNC(dragObject); [_this select 1] call CBA_fnc_removePerFrameHandler; };