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56 lines
2.2 KiB
Plaintext
56 lines
2.2 KiB
Plaintext
// by PabstMirror, commy2
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#include "script_component.hpp"
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if (isServer) then {
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// release object on hard disconnection. Function is identical to killed
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addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
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};
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if (!hasInterface) exitWith {};
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if (isNil "ACE_maxWeightDrag") then {
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ACE_maxWeightDrag = 800;
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};
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if (isNil "ACE_maxWeightCarry") then {
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ACE_maxWeightCarry = 600;
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};
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["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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// release object on player change. This does work when returning to lobby, but not when hard disconnecting.
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["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
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["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler;
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["weapon", FUNC(handlePlayerWeaponChanged)] call CBA_fnc_addPlayerEventHandler;
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// handle waking up dragged unit and falling unconscious while dragging
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["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
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//@todo Captivity?
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//Add Keybind:
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["ACE3 Common", QGVAR(drag), (localize LSTRING(DragKeybind)), {
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if (!alive ACE_player) exitWith {false};
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if !([ACE_player, objNull, ["isNotDragging", "isNotCarrying"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// If we are drag/carrying something right now then just drop it:
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if (ACE_player getVariable [QGVAR(isDragging), false]) exitWith {
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[ACE_player, ACE_player getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
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false
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};
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if (ACE_player getVariable [QGVAR(isCarrying), false]) exitWith {
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[ACE_player, ACE_player getVariable [QGVAR(carriedObject), objNull]] call FUNC(dropObject_carry);
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false
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};
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private _cursor = cursorObject;
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if ((isNull _cursor) || {(_cursor distance ACE_player) > 2.6}) exitWith {false};
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if (!([ACE_player, _cursor] call FUNC(canDrag))) exitWith {false};
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[ACE_player, _cursor] call FUNC(startDrag);
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false
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}, {
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false
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}, [-1, [false, false, false]]] call CBA_fnc_addKeybind; // UNBOUND
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