mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
71 lines
2.5 KiB
Plaintext
71 lines
2.5 KiB
Plaintext
/*
|
|
* Author: Glowbal
|
|
* Called on event CarryObjectDropped
|
|
*
|
|
* Arguments:
|
|
* 0: The caller <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* NONE
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
private ["_unit","_params"];
|
|
_caller = _this select 0;
|
|
_target = _caller getvariable [QGVAR(carrying), objNull];
|
|
_carrying = _caller getvariable [QGVAR(isCarrying), -1];
|
|
|
|
if (_carrying >= 0) then {
|
|
_caller setvariable [QGVAR(isCarrying), -1, true];
|
|
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
|
|
_caller removeWeapon "ACE_FakePrimaryWeapon";
|
|
};
|
|
|
|
[_target, false] call EFUNC(common,disableAI);
|
|
_caller setvariable[QGVAR(onStartMovingUnitParams), nil];
|
|
|
|
// handle the drag & carry administration
|
|
if (_dragging) then {
|
|
_target setvariable [QGVAR(beingDragged), nil, true];
|
|
_caller setvariable [QGVAR(dragging), nil, true];
|
|
} else {
|
|
_target setvariable [QGVAR(beingCarried), nil, true];
|
|
_caller setvariable [QGVAR(carrying), nil, true];
|
|
};
|
|
|
|
// handle the drag & carry animiations
|
|
if ([_caller] call EFUNC(common,isAwake) && (vehicle _caller == _caller)) then {
|
|
[_caller,"amovpercmstpsraswrfldnon_amovpknlmstpslowwrfldnon", 1] call EFUNC(common,doAnimation);
|
|
};
|
|
|
|
if (vehicle _target == _target) then {
|
|
if (_dragging) then {
|
|
[_target,"AinjPpneMstpSnonWrflDb_release", 2, true] call EFUNC(common,doAnimation);
|
|
} else {
|
|
[_target,"AinjPfalMstpSnonWrflDnon_carried_Down", 2, true] call EFUNC(common,doAnimation);
|
|
};
|
|
} else {
|
|
if ([_target] call EFUNC(common,isAwake)) then {
|
|
[_target,"", 2] call EFUNC(common,doAnimation); // TODO play animation for the current seat instead
|
|
} else {
|
|
// this might not work properly
|
|
[_target,([_target] call EFUNC(common,getDeathAnim)), 1] call EFUNC(common,doAnimation);
|
|
};
|
|
};
|
|
|
|
// Ensure that the unit does not get dropped through the floor of a building
|
|
if (!surfaceIsWater getPos _caller) then {
|
|
[{
|
|
EXPLODE_3_PVT(_this,_caller,_target,_killOnDrop);
|
|
if (vehicle _target == _target && (vehicle _caller == _caller)) then {
|
|
// This will set the target body/unit on the correct position, so it doesn't fall through floors.
|
|
_positionUnit = getPosATL _target;
|
|
_positionUnit set [2, (getPosATL _caller) select 2];
|
|
_target setPosATL _positionUnit;
|
|
};
|
|
}, [_caller,_target], 0.5, 0.5] call EFUNC(common,waitAndExecute);
|
|
};
|
|
}; |