ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Drop a carried object.
*
* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
private _inBuilding = [_unit] call FUNC(isObjectOnObject);
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
// release object
detach _target;
// fix anim when aborting carrying persons
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2, true] call EFUNC(common,doAnimation);
};
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo
};
};
// properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
[_unit, "forceWalk", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
// hide mouse hint
[] call EFUNC(interaction,hideMouseHint);
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), objNull, true];
// make object accesable for other units
[objNull, _target, true] call EFUNC(common,claim);
if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};