ACE3/addons/dragging/functions/fnc_dropObject.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
* Drop a dragged object.
*
* Arguments:
* 0: Unit that drags the other object <OBJECT>
* 1: Dragged object to drop <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject;
*
* Public: No
*/
#include "script_component.hpp"
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);
if !(_unit getVariable ["ACE_isUnconscious", false]) then {
// play release animation
[_unit, "released"] call EFUNC(common,doGesture);
};
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
// release object
detach _target;
if (_target isKindOf "CAManBase") then {
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
};
};
_unit removeWeapon "ACE_FakePrimaryWeapon";
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
TRACE_2("setPos",getPosASL _unit,getPosASL _target);
};
// hide mouse hint
[] call EFUNC(interaction,hideMouseHint);
_unit setVariable [QGVAR(isDragging), false, true];
_unit setVariable [QGVAR(draggedObject), objNull, true];
// make object accessible 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;
};
if (_unit getVariable ["ACE_isUnconscious", false]) then {
[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};