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406fce2836
* add arcade mode setting * tweak stringtable * stringtable * change to slider * fix spelling * Update stringtable.xml --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: L-H, edited by commy2, rewritten by joko // Jonas, re-rewritten by mharis001
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* Returns the weight of the given object.
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* Weight is calculated from the object's mass, its current inventory, and PhysX mass if applicable.
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*
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* Arguments:
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* 0: Object <OBJECT>
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*
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* Return Value:
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* Weight <NUMBER>
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*
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* Example:
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* [cursorTarget] call ace_dragging_fnc_getWeight
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*
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* Public: No
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*/
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params ["_object"];
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// Skip weight checking if it will be 0
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if (GVAR(weightCoefficient) == 0) exitWith {0};
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private _weight = loadAbs _object;
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if !(GVAR(skipContainerWeight)) then {
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// Add the mass of the object itself
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// getMass handles PhysX mass, this should be 0 for SupplyX containers and WeaponHolders
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// Use originalMass in case we're checking weight for a carried object
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_weight = _weight + ((_object getVariable [QGVAR(originalMass), getMass _object]));
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};
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// Contents of backpacks get counted twice (https://github.com/acemod/ACE3/pull/8457#issuecomment-1062522447 and https://feedback.bistudio.com/T167469)
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// This is a workaround until that is fixed on BI's end
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{
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_x params ["", "_container"];
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_weight = _weight - (loadAbs _container);
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} forEach (everyContainer _object);
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// Mass in Arma isn't an exact amount but rather a volume/weight value
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// This attempts to work around that by making it a usable value (sort of)
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GVAR(weightCoefficient) * _weight * 0.5 // return
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