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86 lines
2.4 KiB
Plaintext
86 lines
2.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Drop a dragged object.
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*
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* Arguments:
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* 0: Unit that drags the other object <OBJECT>
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* 1: Dragged object to drop <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_dropObject;
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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// remove drop action
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[_unit, "DefaultAction", _unit getVariable [QGVAR(ReleaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
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private _inBuilding = [_unit] call FUNC(isObjectOnObject);
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if !(_unit getVariable ["ACE_isUnconscious", false]) then {
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// play release animation
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[_unit, "released"] call EFUNC(common,doGesture);
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};
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// prevent collision damage
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[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
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[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
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// release object
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detach _target;
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if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
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};
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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[_unit, "blockThrow", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
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// prevent object from flipping inside buildings
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if (_inBuilding) then {
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_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
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TRACE_2("setPos",getPosASL _unit,getPosASL _target);
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};
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// hide mouse hint
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[] call EFUNC(interaction,hideMouseHint);
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_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), objNull, true];
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// make object accessible for other units
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[objNull, _target, true] call EFUNC(common,claim);
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if !(_target isKindOf "CAManBase") then {
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[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
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[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
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};
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if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
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};
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// recreate UAV crew
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if (_target getVariable [QGVAR(isUAV), false]) then {
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createVehicleCrew _target;
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};
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// reset mass
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private _mass = _target getVariable [QGVAR(originalMass), 0];
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if (_mass != 0) then {
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[QEGVAR(setMass), [_target, _mass], _target] call CBA_fnc_targetEvent;
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};
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