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50 lines
1.2 KiB
Plaintext
50 lines
1.2 KiB
Plaintext
/*
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* Author: commy2
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*
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* Drag PFH
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*
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* Arguments:
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* ?
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 startDragPFH running", ACE_time];
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#endif
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params ["_args", "_idPFH"];
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_args params ["_unit", "_target", "_timeOut"];
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// handle aborting drag
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if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
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if (!alive _target || {_unit distance _target > 10}) then {
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[_unit, _target] call FUNC(dropObject);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame time.
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if (ACE_time > _timeOut) exitWith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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// drop if in timeout
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private "_draggedObject";
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_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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// unit is ready to start dragging
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if (animationState _unit in DRAG_ANIMATIONS) exitWith {
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[_unit, _target] call FUNC(dragObject);
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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