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af54808f67
* New custom animation added * Adjusted CfgMoves and the script components * New drop animation and key handler * CBA settings and new ManActions added * Adjustments to the drop animation * Added translations and fixed some stuff * Update CfgMovesBasic.hpp * Fix translations Co-authored-by: Elgin675 <elgin675@hotmail.com> Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com> * Use the same key to drop object * Update addons/dragging/stringtable.xml Co-authored-by: Jo David <github@jonathandavid.de> * Fix French translation Co-authored-by: Elgin675 <elgin675@hotmail.com> * Lower the weapon accuracy of the drag animations * Removed auto-switch to handgun * Update fnc_startDrag.sqf - Holding a launcher breaks the firing animation. - Now the unit has to hold either a primary weapon or handgun. * Handle the unit's current weapon Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com> * Update addons/dragging/functions/fnc_handlePlayerWeaponChanged.sqf Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> * Update addons/dragging/initSettings.sqf Co-authored-by: Elgin675 <elgin675@hotmail.com> Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com> Co-authored-by: Jo David <github@jonathandavid.de> Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: jonpas <jonpas33@gmail.com>
52 lines
1.2 KiB
Plaintext
52 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Handle the Weapon Changed Event
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [_unit, "gun"] call ace_dragging_fnc_handlePlayerWeaponChanged;
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*
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* Public: No
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*/
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params ["_unit", "_weapon"];
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TRACE_2("params",_unit,_weapon);
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if (_unit getVariable [QGVAR(isDragging), false]) then {
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// drop dragged object when changing weapon
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if (_weapon != _unit getVariable [QGVAR(currentWeapon), ""]) then {
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private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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};
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if (_unit getVariable [QGVAR(isCarrying), false]) then {
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private _carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
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if (_carriedObject isKindOf "CAManBase") then {
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if (_weapon != primaryWeapon _unit) then {
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[_unit, _carriedObject] call FUNC(dropObject_carry);
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};
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} else {
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// drop carried object when selecting any weapon
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if (_weapon != "") then {
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[_unit, _carriedObject] call FUNC(dropObject_carry);
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};
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};
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};
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