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