ACE3/addons/dragging/functions/fnc_startDragPFH.sqf
jonpas 711e1fc026 Fix Underwater interactions (magrepack, loading, refuel, medical legs, dragging) (#5521)
* Fix Magazine Repack underwater - fix #5513
Also prevent common goKneeling function underwater

* Fix loading patients underwater - fix #5515

* Fix load object underwater

* Fix take nozzle on jerry can underwater

* Fix refuel underwater conditions further

* Use isTouchingGround, Make refuel semi-compatible
 reports false if head is out of the water, we want true even if we are not diving

* Less interact exceptions duplication

* Use animationState to determine if unit is swimming, create common function and use it instead of isTouchingGround

* Fix condition

* Support dragging underwater
No carrying due to animation timing issues and other misc things

* Allow Medical Legs SelfActions underwater

* Fix fixPosition function underwater (use getPosATL instead of getPos)

* Fix fixPosition's slope adjustment for non-gravity objects, Do the same for objects without simulation as well
2017-10-01 13:38:11 -05:00

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/*
* Author: commy2
* Drag PFH
*
* Arguments:
* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Timeout <NUMBER>
* 1: PFEH Id <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[player, target, 100], 20] call ace_dragging_fnc_startDragPFH;
*
* Public: No
*/
#include "script_component.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
systemChat format ["%1 startDragPFH running", CBA_missionTime];
#endif
params ["_args", "_idPFH"];
_args params ["_unit", "_target", "_timeOut"];
// handle aborting drag
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then {
TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dropObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. CBA_missionTime, because anim length is linked to ingame time.
if (CBA_missionTime > _timeOut) exitWith {
TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
[_idPFH] call CBA_fnc_removePerFrameHandler;
// drop if in timeout
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith {
TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dragObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};