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a8ed533004
* Dragging minor code cleanup * Update fnc_startCarryPFH.sqf * Revert UAV changes
60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Checks for dragging conditions. If these are met, the unit will start dragging. Called from ace_dragging_fnc_startDrag.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* - 0: Unit <OBJECT>
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* - 1: Target <OBJECT>
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* - 2: Timeout <NUMBER>
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* 1: PFEH Id <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [[player, cursorTarget, 10], _idPFH] call ace_dragging_fnc_startDragPFH;
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*
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* Public: No
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*/
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#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 startDragPFH running", CBA_missionTime];
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#endif
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params ["_args", "_idPFH"];
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_args params ["_unit", "_target", "_timeOut"];
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// Handle aborting drag
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if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target is destroyed or if the target moved away from carrier (e.g. weapon disassembled)
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if (!alive _target || {_unit distance _target > 10}) exitWith {
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TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dropObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Timeout: Drop target. CBA_missionTime, because anim length is linked to ingame time
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if (CBA_missionTime > _timeOut) exitWith {
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TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
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_idPFH call CBA_fnc_removePerFrameHandler;
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// Drop if in timeout
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private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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// Unit is ready to start dragging
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if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith {
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TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime);
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[_unit, _target] call FUNC(dragObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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