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5cada7d397
* Remove "switchWeapon" spam * Update fnc_startDragLocal.sqf * Don't add invalid fire modes * Tweaks & fix
97 lines
3.1 KiB
Plaintext
97 lines
3.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2, PiZZADOX
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* Starts the carrying process.
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*
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* Arguments:
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* 0: Unit that should do the carrying <OBJECT>
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* 1: Object to carry <OBJECT>
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* 2: If object was successfully claimed <BOOL>
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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, true] call ace_dragging_fnc_startCarryLocal
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*
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* Public: No
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*/
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params ["_unit", "_target", "_claimed"];
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TRACE_3("params",_unit,_target,_claimed);
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if (!_claimed) exitWith { WARNING_1("already claimed %1",_this) };
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// Exempt from weight check if object has override variable set
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private _weight = 0;
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if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
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_weight = _target call FUNC(getWeight);
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};
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// Exit if object weight is over global var value
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if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
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// Release claim on object
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[objNull, _target, true] call EFUNC(common,claim);
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[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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};
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private _timer = CBA_missionTime + 5;
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// Handle objects vs. persons
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if (_target isKindOf "CAManBase") then {
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private _primaryWeapon = primaryWeapon _unit;
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// Add a primary weapon if the unit has none
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if (_primaryWeapon == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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_primaryWeapon = "ACE_FakePrimaryWeapon";
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};
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// Select primary, otherwise the carry animation actions don't work
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_unit selectWeapon _primaryWeapon; // This turns off lasers/lights
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// Move a bit closer and adjust direction when trying to pick up a person
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[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
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_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
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[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
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_timer = CBA_missionTime + 10;
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} else {
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// Select no weapon and stop sprinting
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if (currentWeapon _unit != "") then {
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_unit setVariable [QGVAR(previousWeapon), (weaponState _unit) select [0, 3], true];
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_unit action ["SwitchWeapon", _unit, _unit, 299];
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};
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[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
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private _canRun = _weight call FUNC(canRun_carry);
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// Only force walking if we're overweight
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[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
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[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
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};
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// Prevents dragging and carrying at the same time
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_unit setVariable [QGVAR(isCarrying), true, true];
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// Required for aborting animation
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_unit setVariable [QGVAR(carriedObject), _target, true];
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[LINKFUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
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// Disable collisions by setting the PhysX mass to almost zero
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private _mass = getMass _target;
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if (_mass > 1) then {
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_target setVariable [QGVAR(originalMass), _mass, true];
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[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // Force global sync
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};
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