#include "script_component.hpp" /* * Author: commy2 * PFH for dragging an object. * * Arguments: * 0: Arguments * 0.0: Unit * 0.1: Target * 0.2: Start time * 1: PFEH Id * * Return Value: * None * * Example: * [[player, cursorTarget, CBA_missionTime], _idPFH] call ace_dragging_fnc_dragObjectPFH; * * Public: No */ #ifdef DEBUG_ENABLED_DRAGGING systemChat format ["%1 dragObjectPFH running", CBA_missionTime]; #endif params ["_args", "_idPFH"]; _args params ["_unit", "_target", "_startTime"]; if !(_unit getVariable [QGVAR(isDragging), false]) exitWith { TRACE_2("drag false",_unit,_target); _idPFH call CBA_fnc_removePerFrameHandler; }; // Drop if the crate is destroyed OR (target moved away from carrier (weapon disasembled)) if (!alive _target || {_unit distance _target > 10}) then { TRACE_2("dead/distance",_unit,_target); if ((_unit distance _target > 10) && {(CBA_missionTime - _startTime) < 1}) exitWith { // attachTo seems to have some kind of network delay and target can return an odd position during the first few frames, // So wait a full second to exit if out of range (this is critical as we would otherwise detach and set it's pos to weird pos) TRACE_3("ignoring bad distance at start",_unit distance _target,_startTime,CBA_missionTime); }; [_unit, _target] call FUNC(dropObject); _idPFH call CBA_fnc_removePerFrameHandler; };