mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
146812b5e6
Static weapons can still be disassembled at any time during dragging. This just adds a simple distance check and drops if object moves away from player.
50 lines
1.5 KiB
Plaintext
50 lines
1.5 KiB
Plaintext
// by commy2
|
|
#include "script_component.hpp"
|
|
|
|
#ifdef DEBUG_ENABLED_DRAGGING
|
|
systemChat format ["%1 startCarryPFH running", time];
|
|
#endif
|
|
|
|
private ["_unit", "_target", "_timeOut"];
|
|
|
|
_unit = _this select 0 select 0;
|
|
_target = _this select 0 select 1;
|
|
_timeOut = _this select 0 select 2;
|
|
|
|
// handle aborting carry
|
|
if !(_unit getVariable [QGVAR(isCarrying), false]) exitWith {
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
|
|
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
|
|
if ((!([_target] call EFUNC(common,isAlive))) || {(_unit distance _target) > 10}) then {
|
|
[_unit, _target] call FUNC(dropObject);
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
|
|
// handle persons vs objects
|
|
if (_target isKindOf "CAManBase") then {
|
|
if (time > _timeOut) exitWith {
|
|
[_unit, _target] call FUNC(carryObject);
|
|
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
} else {
|
|
if (time > _timeOut) exitWith {
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
|
|
// drop if in timeout
|
|
private "_draggedObject";
|
|
_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
|
|
[_unit, _draggedObject] call FUNC(dropObject);
|
|
};
|
|
|
|
// wait for the unit to stand up
|
|
if (stance _unit == "STAND") exitWith {
|
|
[_unit, _target] call FUNC(carryObject);
|
|
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
|
|
};
|