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67 lines
1.8 KiB
Plaintext
67 lines
1.8 KiB
Plaintext
/*
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* Author: commy2
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*
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* Drop a dragged object.
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*
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* Argument:
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* 0: Unit that drags the other object (Object)
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* 1: Dragged object to drop (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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// remove scroll wheel action
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_unit removeAction (_unit getVariable [QGVAR(ReleaseActionID), -1]);
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private "_inBuilding";
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_inBuilding = [_unit] call FUNC(isObjectOnObject);
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if !(_unit getvariable ["ACE_isUnconscious", false]) then {
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// play release animation
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_unit playAction "released";
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};
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// prevent collision damage
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["fixCollision", _unit] call EFUNC(common,localEvent);
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["fixCollision", _target, _target] call EFUNC(common,targetEvent);
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// release object
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detach _target;
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if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
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};
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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// prevent object from flipping inside buildings
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if (_inBuilding) then {
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_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
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};
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_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), objNull, true];
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// make object accesable for other units
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[objNull, _target, true] call EFUNC(common,claim);
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if !(_target isKindOf "CAManBase") then {
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["fixPosition", _target, _target] call EFUNC(common,targetEvent);
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["fixFloating", _target, _target] call EFUNC(common,targetEvent);
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};
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if (_unit getvariable ["ACE_isUnconscious", false]) then {
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[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
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};
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