#include "script_component.hpp"
/*
 * Author: commy2, PiZZADOX
 * Start the carrying process.
 *
 * Arguments:
 * 0: Unit that should do the carrying <OBJECT>
 * 1: Object to carry <OBJECT>
 *
 * Return Value:
 * None
 *
 * Example:
 * [player, cursorTarget] call ace_dragging_fnc_startCarry;
 *
 * Public: No
 */

params ["_unit", "_target"];
TRACE_2("params",_unit,_target);

// exempt from weight check if object has override variable set
if (!GETVAR(_target,GVAR(ignoreWeightCarry),false) && {
    private _weight = [_target] call FUNC(getWeight);
    _weight > GETMVAR(ACE_maxWeightCarry,1E11)
}) exitWith {
    // exit if object weight is over global var value
    [localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};

private _timer = CBA_missionTime + 5;

// handle objects vs persons
if (_target isKindOf "CAManBase") then {

    // add a primary weapon if the unit has none.
    if (primaryWeapon _unit isEqualto "") then {
        _unit addWeapon "ACE_FakePrimaryWeapon";
    };

    // select primary, otherwise the drag animation actions don't work.
    _unit selectWeapon primaryWeapon _unit;

    // move a bit closer and adjust direction when trying to pick up a person
    _target setDir (getDir _unit + 180);
    _target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));

    [_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2, true] call EFUNC(common,doAnimation);
    [_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2, true] call EFUNC(common,doAnimation);

    _timer = CBA_missionTime + 10;

} else {

    // select no weapon and stop sprinting
    _unit action ["SwitchWeapon", _unit, _unit, 299];
    [_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);

    [_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);

};

[_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);


// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];

// required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];

[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] 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
};