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b6e9cabc34
* Disable UAV AI when being dragged, carried or cargo * Update addons/common/functions/fnc_disableAiUAV.sqf * Improve dragging/carrying conditions, fixed duplicate JIP
124 lines
3.5 KiB
Plaintext
124 lines
3.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* PFH for carrying an object.
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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: Start time <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, CBA_missionTime], _idPFH] call ace_dragging_fnc_carryObjectPFH;
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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 carryObjectPFH running", CBA_missionTime];
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#endif
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params ["_args", "_idPFH"];
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_args params ["_unit", "_target", "_startTime"];
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if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
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TRACE_2("carry false",_unit,_target);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target is destroyed
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if (!alive _target) exitWith {
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TRACE_2("dead",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target moved away from carrier (e.g. weapon disassembled)
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// attachTo seems to have some kind of network delay and target can return an odd position during the first few frames,
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// 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)
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if (_unit distance _target > 10 && {(CBA_missionTime - _startTime) >= 1}) exitWith {
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TRACE_2("distance",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the carrier starts limping
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if (_unit getHitPointDamage "HitLegs" >= 0.5) exitWith {
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TRACE_2("limping",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop static if either non-UAV crew or new UAV crew is in it (ignore saved UAV crew)
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if (_target isKindOf "StaticWeapon" && {((crew _target) - (_target getVariable [QGVAR(isUAV), []])) isNotEqualTo []}) exitWith {
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TRACE_2("static weapon crewed",_unit,_target);
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[_unit, _target] call FUNC(dropObject_carry);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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private _previousHint = _unit getVariable [QGVAR(hint), []];
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// If paused, don't show mouse button hints
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if (_previousHint isEqualType "") exitWith {};
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// Mouse hint
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private _hintLMB = LLSTRING(Drop);
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private _cursorObject = cursorObject;
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if (
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!isNull _cursorObject && {[_unit, _cursorObject, ["isNotCarrying"]] call EFUNC(common,canInteractWith)} &&
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{
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if (_target isKindOf "CAManBase") then {
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(_unit distance _cursorObject <= MAX_LOAD_DISTANCE_MAN) && {[_cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat) isNotEqualTo []}
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} else {
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["ace_cargo"] call EFUNC(common,isModLoaded) &&
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{EGVAR(cargo,enable)} &&
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{[_target, _cursorObject] call EFUNC(cargo,canLoadItemIn)}
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}
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}
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) then {
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_hintLMB = LELSTRING(common,loadObject);
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};
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private _hintMMB = LLSTRING(RaiseLowerRotate);
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if (_target isKindOf "CAManBase") then {
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_hintMMB = "";
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};
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private _hint = [_hintLMB, "", _hintMMB];
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if (_hint isNotEqualTo _previousHint) then {
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_unit setVariable [QGVAR(hint), _hint];
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_hint call EFUNC(interaction,showMouseHint);
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};
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