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e5dc124fe8
* Allow run when carrying light-weight objects * Use global var instead of macro * add weight check, improve getWeight & conditions * changes from review * changes from review - postInit * add param to ignore PhysX mass * add settings * BI issue tracker in comment * change defaults, remove overweight setting * remove public variable * setting name changes * updating case in statusEffect_addType * move to XEH * derp * Add some extra checks for closed events * Update XEH_postInit.sqf * conditions --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
91 lines
2.9 KiB
Plaintext
91 lines
2.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, PiZZADOX
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* Start the carrying process.
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*
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* Arguments:
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* 0: Unit that should do the carrying <OBJECT>
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* 1: Object to carry <OBJECT>
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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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* [player, cursorTarget] call ace_dragging_fnc_startCarry;
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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private _weight = [_target] call FUNC(getWeight);
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// exempt from weight check if object has override variable set
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private _weight = 0;
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if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
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_weight = [_target] call FUNC(getWeight);
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};
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// exit if object weight is over global var value
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if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
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[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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};
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private _timer = CBA_missionTime + 5;
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// handle objects vs persons
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if (_target isKindOf "CAManBase") then {
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// add a primary weapon if the unit has none.
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if (primaryWeapon _unit isEqualto "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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// move a bit closer and adjust direction when trying to pick up a person
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_target setDir (getDir _unit + 180);
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_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
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[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
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_timer = CBA_missionTime + 10;
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} else {
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// select no weapon and stop sprinting
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private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
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_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
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_unit action ["SwitchWeapon", _unit, _unit, 299];
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[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
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private _canRun = [_weight] call FUNC(canRun_carry);
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// only force walking if we're overweight
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[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
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[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
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};
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isCarrying), true, true];
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// required for aborting animation
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_unit setVariable [QGVAR(carriedObject), _target, true];
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[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
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// disable collisions by setting the physx mass to almost zero
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private _mass = getMass _target;
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if (_mass > 1) then {
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_target setVariable [QGVAR(originalMass), _mass, true];
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[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // force global sync
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};
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