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711e1fc026
* 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
60 lines
1.7 KiB
Plaintext
60 lines
1.7 KiB
Plaintext
/*
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* Author: commy2
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* Start the dragging process.
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*
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* Arguments:
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* 0: Unit that should do the dragging <OBJECT>
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* 1: Object to drag <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_startDrag;
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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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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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// check weight
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private _weight = [_target] call FUNC(getWeight);
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if (_weight > missionNamespace getVariable ["ACE_maxWeightDrag", 1E11]) exitWith {
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[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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};
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// add a primary weapon if the unit has none.
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// @todo prevent opening inventory when equipped with a fake weapon
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// can't play action that depends on weapon if it was added the same frame
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if !(_unit call EFUNC(common,isSwimming)) then {
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[{
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[_this, "grabDrag"] call EFUNC(common,doGesture);
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}, _unit] call CBA_fnc_execNextFrame;
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};
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// move a bit closer and adjust direction when trying to pick up a person
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if (_target isKindOf "CAManBase") then {
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_target setDir (getDir _unit + 180);
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_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
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[_target, "AinjPpneMrunSnonWnonDb_grab", 2, true] call EFUNC(common,doAnimation);
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};
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
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