ACE3/addons/dragging/functions/fnc_dropObject.sqf
2015-08-09 14:53:13 +02:00

66 lines
1.8 KiB
Plaintext

/*
* Author: commy2
*
* Drop a dragged object.
*
* Arguments:
* 0: Unit that drags the other object <OBJECT>
* 1: Dragged object to drop <OBJECT>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
// remove scroll wheel action
_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
if !(_unit getvariable ["ACE_isUnconscious", false]) then {
// play release animation
_unit playAction "released";
};
// prevent collision damage
["fixCollision", _unit] call EFUNC(common,localEvent);
["fixCollision", _target, _target] call EFUNC(common,targetEvent);
// release object
detach _target;
if (_target isKindOf "CAManBase") then {
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
};
};
_unit removeWeapon "ACE_FakePrimaryWeapon";
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
_unit setVariable [QGVAR(isDragging), false, true];
_unit setVariable [QGVAR(draggedObject), objNull, true];
// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
if !(_target isKindOf "CAManBase") then {
["fixPosition", _target, _target] call EFUNC(common,targetEvent);
["fixFloating", _target, _target] call EFUNC(common,targetEvent);
};
if (_unit getvariable ["ACE_isUnconscious", false]) then {
[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
};