#include "script_component.hpp" /* * Author: commy2, PiZZADOX, Malbryn * Start the dragging process. * * Arguments: * 0: Unit that should do the dragging * 1: Object to drag * * Return Value: * None * * Example: * [player, cursorTarget] call ace_dragging_fnc_startDrag; * * Public: No */ params ["_unit", "_target"]; TRACE_2("params",_unit,_target); // exempt from weight check if object has override variable set if (!GETVAR(_target,GVAR(ignoreWeightDrag),false) && { private _weight = [_target] call FUNC(getWeight); _weight > GETMVAR(ACE_maxWeightDrag,1E11) }) exitWith { // exit if object weight is over global var value [localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured); }; // Add a primary weapon if the unit has none if !(GVAR(dragAndFire)) then { if (primaryWeapon _unit isEqualto "") then { _unit addWeapon "ACE_FakePrimaryWeapon"; _unit selectWeapon primaryWeapon _unit; } else { _unit selectWeapon primaryWeapon _unit; }; } else { // Making sure the unit is holding a primary weapon or handgun if !(currentWeapon _unit in [primaryWeapon _unit, handgunWeapon _unit]) then { if (primaryWeapon _unit != "") then { // Use primary if possible _unit selectWeapon primaryWeapon _unit; } else { if (handgunWeapon _unit != "") then { // Use pistol if unit has no primary _unit selectWeapon handgunWeapon _unit; } else { // Add fake weapon if no weapons besides launcher are available _unit addWeapon "ACE_FakePrimaryWeapon"; _unit selectWeapon primaryWeapon _unit; }; }; }; }; // Save the weapon so we can monitor if it changes _unit setVariable [QGVAR(currentWeapon), currentWeapon _unit]; [_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set); // prevent multiple players from accessing the same object [_unit, _target, true] call EFUNC(common,claim); // can't play action that depends on weapon if it was added the same frame if !(_unit call EFUNC(common,isSwimming)) then { [{ private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""]; if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then { [_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture); } else { [_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture); }; }, _unit] call CBA_fnc_execNextFrame; }; // move a bit closer and adjust direction when trying to pick up a person if (_target isKindOf "CAManBase") then { _target setDir (getDir _unit + 180); _target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5)); [_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation); }; // prevents draging and carrying at the same time _unit setVariable [QGVAR(isDragging), true, true]; [FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] 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 };