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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
93 lines
2.6 KiB
Plaintext
93 lines
2.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2, Malbryn
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* Handles attaching and setting up a dragged object. Called from ace_dragging_fnc_startDragPFH.
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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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*
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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_dragObject;
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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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// If in ViV cargo, unload it first
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// Warn user if it failed to unload (shouldn't happen)
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if (!isNull isVehicleCargo _target && {!(objNull setVehicleCargo _target)}) then {
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WARNING_1("ViV Unload Failed %1",_target);
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};
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// Get attachTo offset and direction.
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private _position = _target getVariable [QGVAR(dragPosition), [0, 0, 0]];
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private _direction = _target getVariable [QGVAR(dragDirection), 0];
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// Add height offset of model
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private _offset = ((_target modelToWorldVisual [0, 0, 0]) select 2) - ((_unit modelToWorldVisual [0, 0, 0]) select 2);
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if (_target isKindOf "CAManBase") then {
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_offset = 0;
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};
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_position = _position vectorAdd [0, 0, _offset];
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// Attach object
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TRACE_3("attaching",_position,_offset,_direction);
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_target attachTo [_unit, _position];
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[QEGVAR(common,setDir), [_target, _direction], _target] call CBA_fnc_targetEvent;
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if (_target isKindOf "CAManBase") then {
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[_target, "AinjPpneMrunSnonWnonDb_still", 0] call EFUNC(common,doAnimation);
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};
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_unit setVariable [QGVAR(isDragging), true, true];
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_unit setVariable [QGVAR(draggedObject), _target, true];
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// Add drop action
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GVAR(unit) = _unit;
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GVAR(releaseActionID) = [0xF1, [false, false, false], {
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[GVAR(unit), GVAR(unit) getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
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}, "keydown", "", false, 0] call CBA_fnc_addKeyHandler;
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// Show mouse hint
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["", LLSTRING(Drop)] call EFUNC(interaction,showMouseHint);
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// Block firing
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if (!GVAR(dragAndFire)) then {
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_unit setVariable [QGVAR(blockFire), [
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_unit, "DefaultAction",
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{true},
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{}
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] call EFUNC(common,addActionEventHandler)];
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};
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// Add anim changed EH
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[_unit, "AnimChanged", LINKFUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
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// Prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
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if (_UAVCrew isNotEqualTo []) then {
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{
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[_x, true] call EFUNC(common,disableAiUAV);
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} forEach _UAVCrew;
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_target setVariable [QGVAR(isUAV), _UAVCrew, true];
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};
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// Check everything
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[LINKFUNC(dragObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
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// Fixes not being able to move when in combat pace
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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