ACE3/addons/dragging/functions/fnc_carryObject.sqf

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/*
* Author: commy2
* Carry an object.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_carryObject;
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// get attachTo offset and direction.
private _position = _target getVariable [QGVAR(carryPosition), [0, 0, 0]];
private _direction = _target getVariable [QGVAR(carryDirection), 0];
// handle objects vs persons
if (_target isKindOf "CAManBase") then {
[_unit, "AcinPercMstpSnonWnonDnon", 2, true] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWnonDf_carried_dead", 2, true] call EFUNC(common,doAnimation);
// attach person
_target attachTo [_unit, _position, "LeftShoulder"];
} else {
// add height offset of model
private _offset = (_target modelToWorldVisual [0, 0, 0] select 2) - (_unit modelToWorldVisual [0, 0, 0] select 2);
_position = _position vectorAdd [0, 0, _offset];
// attach object
_target attachTo [_unit, _position];
};
["ace_setDir", [_target, _direction], _target] call CBA_fnc_targetEvent;
_unit setVariable [QGVAR(isCarrying), true, true];
_unit setVariable [QGVAR(carriedObject), _target, true];
// add drop action
_unit setVariable [QGVAR(ReleaseActionID), [
_unit, "DefaultAction",
{!isNull ((_this select 0) getVariable [QGVAR(carriedObject), objNull])},
{[_this select 0, (_this select 0) getVariable [QGVAR(carriedObject), objNull]] call FUNC(dropObject_carry)}
] call EFUNC(common,addActionEventHandler)];
// show mouse hint
if (_target isKindOf "CAManBase") then {
[localize LSTRING(Drop), "", ""] call EFUNC(interaction,showMouseHint);
} else {
[localize LSTRING(Drop), "", localize LSTRING(LowerRaise)] call EFUNC(interaction,showMouseHint);
};
// check everything
[FUNC(carryObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
// reset current dragging height.
GVAR(currentHeightChange) = 0;
// prevent UAVs from firing
private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
if !(_UAVCrew isEqualTo []) then {
{_target deleteVehicleCrew _x} count _UAVCrew;
_target setVariable [QGVAR(isUAV), true, true];
};