mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
105 lines
3.4 KiB
Plaintext
105 lines
3.4 KiB
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: commy2, PiZZADOX, Malbryn
|
|
* Starts the dragging process.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit that should do the dragging <OBJECT>
|
|
* 1: Object to drag <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [player, cursorTarget] call ace_dragging_fnc_startDrag;
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_unit", "_target"];
|
|
TRACE_2("params",_unit,_target);
|
|
|
|
// Exempt from weight check if object has override variable set
|
|
private _weight = 0;
|
|
|
|
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
|
|
_weight = _target call FUNC(getWeight);
|
|
};
|
|
|
|
// Exit if object weight is over global var value
|
|
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
|
|
[LLSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
|
|
};
|
|
|
|
private _primaryWeapon = primaryWeapon _unit;
|
|
|
|
// Add a primary weapon if the unit has none
|
|
if !(GVAR(dragAndFire)) then {
|
|
if (_primaryWeapon == "") then {
|
|
_unit addWeapon "ACE_FakePrimaryWeapon";
|
|
_primaryWeapon = "ACE_FakePrimaryWeapon";
|
|
};
|
|
|
|
_unit selectWeapon _primaryWeapon;
|
|
} else { // Making sure the unit is holding a primary weapon or handgun
|
|
private _handgunWeapon = handgunWeapon _unit;
|
|
|
|
if !(currentWeapon _unit in [_primaryWeapon, _handgunWeapon]) then {
|
|
if (_primaryWeapon != "") then {
|
|
// Use primary if possible
|
|
_unit selectWeapon _primaryWeapon;
|
|
} else {
|
|
if (_handgunWeapon != "") then {
|
|
// Use pistol if unit has no primary
|
|
_unit selectWeapon _handgunWeapon;
|
|
} else {
|
|
// Add fake weapon if no weapons besides launcher are available
|
|
_unit addWeapon "ACE_FakePrimaryWeapon";
|
|
_unit selectWeapon "ACE_FakePrimaryWeapon";
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
// Save the weapon so we can monitor if it changes
|
|
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
|
|
|
|
[_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);
|
|
|
|
// Can't play action that depends on weapon if it was added the same frame
|
|
if !(_unit call EFUNC(common,isSwimming)) then {
|
|
[{
|
|
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
|
|
|
|
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
|
|
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
|
|
} else {
|
|
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
|
|
};
|
|
}, _unit] call CBA_fnc_execNextFrame;
|
|
};
|
|
|
|
// Move a bit closer and adjust direction when trying to pick up a person
|
|
if (_target isKindOf "CAManBase") then {
|
|
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
|
|
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
|
|
|
|
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
|
|
};
|
|
|
|
// Prevents dragging and carrying at the same time
|
|
_unit setVariable [QGVAR(isDragging), true, true];
|
|
|
|
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] 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
|
|
};
|