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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
104 lines
2.9 KiB
Plaintext
104 lines
2.9 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2, Malbryn
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* Drops a dragged object.
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*
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* Arguments:
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* 0: Unit that drags the other object <OBJECT>
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* 1: Dragged object to drop <OBJECT>
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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] call ace_dragging_fnc_dropObject;
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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// Remove drop action
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if (!isNil QGVAR(releaseActionID)) then {
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[GVAR(releaseActionID), "keydown"] call CBA_fnc_removeKeyHandler;
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GVAR(releaseActionID) = nil;
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};
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// Stop blocking
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if (!GVAR(dragAndFire)) then {
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[_unit, "DefaultAction", _unit getVariable [QGVAR(blockFire), -1]] call EFUNC(common,removeActionEventHandler);
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};
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private _inBuilding = _unit call FUNC(isObjectOnObject);
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// Play release animation
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if (_unit call EFUNC(common,isAwake)) then {
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[_unit, "released"] call EFUNC(common,doGesture);
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};
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// Prevent collision damage
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[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
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[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
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// Release object
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detach _target;
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if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
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};
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// Prevent object from flipping inside buildings
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if (_inBuilding) then {
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_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
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TRACE_2("setPos",getPosASL _unit,getPosASL _target);
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};
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// Hide mouse hint
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call EFUNC(interaction,hideMouseHint);
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_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), objNull, true];
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// Make object accessible for other units
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[objNull, _target, true] call EFUNC(common,claim);
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if !(_target isKindOf "CAManBase") then {
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[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
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[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
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};
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if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "unconscious", 2] call EFUNC(common,doAnimation);
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};
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// Reenable UAV crew
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private _UAVCrew = _target getVariable [QGVAR(isUAV), []];
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if (_UAVCrew isNotEqualTo []) then {
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// Reenable AI
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{
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[_x, false] call EFUNC(common,disableAiUAV);
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} forEach _UAVCrew;
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_target setVariable [QGVAR(isUAV), nil, true];
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};
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// Fixes not being able to move when in combat pace
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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// Reset mass
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private _mass = _target getVariable [QGVAR(originalMass), 0];
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if (_mass != 0) then {
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[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync
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};
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