#include "..\script_component.hpp" /* * Author: commy2 * Handles attaching and setting up a carried object. Called from ace_dragging_fnc_startCarryPFH. * * Arguments: * 0: Unit that should do the carrying * 1: Object to carry * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_carryObject; * * Public: No */ params ["_unit", "_target"]; TRACE_2("params",_unit,_target); // If in ViV cargo, unload it first // Warn user if it failed to unload (shouldn't happen) if (!isNull isVehicleCargo _target && {!(objNull setVehicleCargo _target)}) then { WARNING_1("ViV Unload Failed %1",_target); }; // Get attachTo offset and direction private _position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]]; private _direction = _target getVariable [QGVAR(carryDirection), 0]; // Handle objects vs. persons if (_target isKindOf "CAManBase") then { [_unit, "AcinPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); [_target, "AinjPfalMstpSnonWnonDf_carried_dead", 2] call EFUNC(common,doAnimation); // Attach person _target attachTo [_unit, _position, "LeftShoulder"]; } else { // Add height offset of model private _offset = ((_target modelToWorldVisual [0, 0, 0]) select 2) - ((_unit modelToWorldVisual [0, 0, 0]) select 2); _position = _position vectorAdd [0, 0, _offset]; // Attach object _target attachTo [_unit, _position]; }; [QEGVAR(common,setDir), [_target, _direction], _target] call CBA_fnc_targetEvent; // Add drop action _unit setVariable [QGVAR(releaseActionID), [ _unit, "DefaultAction", {!isNull ((_this select 0) getVariable [QGVAR(carriedObject), objNull])}, {[_this select 0, (_this select 0) getVariable [QGVAR(carriedObject), objNull], true] call FUNC(dropObject_carry)} ] 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 { { [_x, true] call EFUNC(common,disableAiUAV); } forEach _UAVCrew; _target setVariable [QGVAR(isUAV), _UAVCrew, true]; }; // Check everything [LINKFUNC(carryObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;