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5cada7d397
* Remove "switchWeapon" spam * Update fnc_startDragLocal.sqf * Don't add invalid fire modes * Tweaks & fix
111 lines
3.7 KiB
Plaintext
111 lines
3.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2, PiZZADOX, Malbryn
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* Starts the dragging process.
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*
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* Arguments:
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* 0: Unit that should do the dragging <OBJECT>
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* 1: Object to drag <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_startDragLocal
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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(ignoreWeightDrag), 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_maxWeightDrag,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 _primaryWeapon = primaryWeapon _unit;
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// Add a primary weapon if the unit has none
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if (!GVAR(dragAndFire)) then {
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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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// Keep the laser/light on if the weapon is already selected
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if (currentWeapon _unit != _primaryWeapon) then {
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_unit selectWeapon _primaryWeapon;
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};
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} else { // Making sure the unit is holding a primary weapon or handgun
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private _handgunWeapon = handgunWeapon _unit;
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if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
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if (_primaryWeapon != "") then {
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// Use primary if possible
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_unit selectWeapon _primaryWeapon;
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} else {
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if (_handgunWeapon != "") then {
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// Use pistol if unit has no primary
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_unit selectWeapon _handgunWeapon;
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} else {
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// Add fake weapon if no weapons besides launcher are available
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_unit addWeapon "ACE_FakePrimaryWeapon";
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_unit selectWeapon "ACE_FakePrimaryWeapon";
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};
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};
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};
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};
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// Save the weapon so we can monitor if it changes
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_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// Can't play action that depends on weapon if it was added the same frame
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if !(_unit call EFUNC(common,isSwimming)) then {
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[{
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private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
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if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
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[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
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} else {
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[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
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};
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}, _unit] call CBA_fnc_execNextFrame;
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};
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// Move a bit closer and adjust direction when trying to pick up a person
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if (_target isKindOf "CAManBase") then {
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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 vectorMultiply 1.5));
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[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
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};
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// Prevents dragging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[LINKFUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] 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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