ACE3/addons/dragging/functions/fnc_startCarryPFH.sqf
PabstMirror 146812b5e6 Dragging - Detect static weapon disassembled
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.
2015-03-30 21:51:11 -05:00

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// 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;
};
};