ACE3/addons/dragging/functions/fnc_startCarry.sqf
Grim e5dc124fe8
Dragging - Add additional weight checks on inventory modification (#9225)
* 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>
2023-07-22 06:30:40 +03:00

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#include "script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Start the carrying process.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startCarry;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
private _weight = [_target] call FUNC(getWeight);
// exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightCarry), false]) then {
_weight = [_target] call FUNC(getWeight);
};
// exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightCarry,1E11)) exitWith {
[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _timer = CBA_missionTime + 5;
// handle objects vs persons
if (_target isKindOf "CAManBase") then {
// add a primary weapon if the unit has none.
if (primaryWeapon _unit isEqualto "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
// select primary, otherwise the drag animation actions don't work.
_unit selectWeapon primaryWeapon _unit;
// move a bit closer and adjust direction when trying to pick up a person
_target setDir (getDir _unit + 180);
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
_timer = CBA_missionTime + 10;
} else {
// select no weapon and stop sprinting
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
private _canRun = [_weight] call FUNC(canRun_carry);
// only force walking if we're overweight
[_unit, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
};
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
// disable collisions by setting the physx mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // force global sync
};