ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf

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/*
* Author: commy2
*
* Drop a carried object.
*
* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
// remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
// prevent collision damage
["fixCollision", _unit] call EFUNC(common,localEvent);
["fixCollision", _target, _target] call EFUNC(common,targetEvent);
// release object
detach _target;
// fix anim when aborting carrying persons
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getvariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2, true] call EFUNC(common,doAnimation);
};
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo
};
};
// properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
[_unit, "isDragging", false] call EFUNC(common,setforceWalkStatus);
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
// hide mouse hint
[] call EFUNC(interaction,hideMouseHint);
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), 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);
};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};