ACE3/addons/dragging/functions/fnc_startCarryLocal.sqf
johnb432 3b10396d3b
Dragging - Fix dragging breaking via keybind (#10261)
Fixed dragging breaking via keybind
2024-08-27 01:36:07 -03:00

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#include "..\script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Starts the carrying process.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
* 2: If object was successfully claimed <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget, true] call ace_dragging_fnc_startCarryLocal
*
* Public: No
*/
params ["_unit", "_target", "_claimed"];
TRACE_3("params",_unit,_target,_claimed);
if (!_claimed) exitWith { WARNING_1("already claimed %1",_this) };
// Exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
_weight = _target call FUNC(getWeight);
};
// Exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
// Release claim on object
[objNull, _target, true] call EFUNC(common,claim);
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _timer = CBA_missionTime + 5;
// Handle objects vs. persons
if (_target isKindOf "CAManBase") then {
private _primaryWeapon = primaryWeapon _unit;
// Add a primary weapon if the unit has none
if (_primaryWeapon == "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_primaryWeapon = "ACE_FakePrimaryWeapon";
};
// Select primary, otherwise the carry animation actions don't work
_unit selectWeapon _primaryWeapon; // This turns off lasers/lights
// Move a bit closer and adjust direction when trying to pick up a person
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
_timer = CBA_missionTime + 10;
} else {
// Select no weapon and stop sprinting
if (currentWeapon _unit != "") then {
_unit setVariable [QGVAR(previousWeapon), (weaponState _unit) select [0, 3], true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
};
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
private _canRun = _weight call FUNC(canRun_carry);
// Only force walking if we're overweight
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
};
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Prevents dragging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// Required for aborting (animation & keybind)
_unit setVariable [QGVAR(carriedObject), _target, true];
[LINKFUNC(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
};