ACE3/addons/dragging/functions/fnc_startDragPFH.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Drag PFH
*
* Arguments:
* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Timeout <NUMBER>
* 1: PFEH Id <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[player, target, 100], 20] call ace_dragging_fnc_startDragPFH;
*
* Public: No
*/
#ifdef DEBUG_ENABLED_DRAGGING
systemChat format ["%1 startDragPFH running", CBA_missionTime];
#endif
params ["_args", "_idPFH"];
_args params ["_unit", "_target", "_timeOut"];
// handle aborting drag
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then {
TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dropObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. CBA_missionTime, because anim length is linked to ingame time.
if (CBA_missionTime > _timeOut) exitWith {
TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
[_idPFH] call CBA_fnc_removePerFrameHandler;
// drop if in timeout
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith {
TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dragObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};