#include "..\script_component.hpp" /* * Author: commy2, Malbryn * Handles attaching and setting up a dragged object. Called from ace_dragging_fnc_startDragPFH. * * Arguments: * 0: Unit that should do the dragging * 1: Object to drag * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_dragObject; * * Public: No */ params ["_unit", "_target"]; TRACE_2("params",_unit,_target); // Get attachTo offset and direction. private _position = _target getVariable [QGVAR(dragPosition), [0, 0, 0]]; private _direction = _target getVariable [QGVAR(dragDirection), 0]; // Add height offset of model private _offset = ((_target modelToWorldVisual [0, 0, 0]) select 2) - ((_unit modelToWorldVisual [0, 0, 0]) select 2); if (_target isKindOf "CAManBase") then { _offset = 0; }; _position = _position vectorAdd [0, 0, _offset]; // Attach object TRACE_3("attaching",_position,_offset,_direction); _target attachTo [_unit, _position]; [QEGVAR(common,setDir), [_target, _direction], _target] call CBA_fnc_targetEvent; if (_target isKindOf "CAManBase") then { [_target, "AinjPpneMrunSnonWnonDb_still", 0] call EFUNC(common,doAnimation); }; _unit setVariable [QGVAR(isDragging), true, true]; _unit setVariable [QGVAR(draggedObject), _target, true]; // Add drop action GVAR(unit) = _unit; GVAR(releaseActionID) = [0xF1, [false, false, false], { [GVAR(unit), GVAR(unit) getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject); }, "keydown", "", false, 0] call CBA_fnc_addKeyHandler; // Show mouse hint ["", LLSTRING(Drop)] call EFUNC(interaction,showMouseHint); // Block firing if (!GVAR(dragAndFire)) then { _unit setVariable [QGVAR(blockFire), [ _unit, "DefaultAction", {true}, {} ] call EFUNC(common,addActionEventHandler)]; }; // Add anim changed EH [_unit, "AnimChanged", LINKFUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler; // Prevent UAVs from firing private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew); if (_UAVCrew isNotEqualTo []) then { { _target deleteVehicleCrew _x; } forEach _UAVCrew; _target setVariable [QGVAR(isUAV), true, true]; }; // Check everything [LINKFUNC(dragObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler; // Fixes not being able to move when in combat pace [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);