ACE3/addons/dragging/functions/fnc_startDrag.sqf
jonpas 6522dba87e
Dragging - Fix mass synchronization (#8071)
* Dragging - Fix mass synchronization

* Cleanup redundant argument
2021-01-20 14:49:38 -06:00

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#include "script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Start the dragging process.
*
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startDrag;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// exempt from weight check if object has override variable set
if (!GETVAR(_target,GVAR(ignoreWeightDrag),false) && {
private _weight = [_target] call FUNC(getWeight);
_weight > GETMVAR(ACE_maxWeightDrag,1E11)
}) exitWith {
// exit if object weight is over global var value
[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
// add a primary weapon if the unit has none.
// @todo prevent opening inventory when equipped with a fake weapon
if (primaryWeapon _unit isEqualto "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
// select primary, otherwise the drag animation actions don't work.
_unit selectWeapon primaryWeapon _unit;
[_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// can't play action that depends on weapon if it was added the same frame
if !(_unit call EFUNC(common,isSwimming)) then {
[{
[_this, "grabDrag"] call EFUNC(common,doGesture);
}, _unit] call CBA_fnc_execNextFrame;
};
// move a bit closer and adjust direction when trying to pick up a person
if (_target isKindOf "CAManBase") then {
_target setDir (getDir _unit + 180);
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
[_target, "AinjPpneMrunSnonWnonDb_grab", 2, true] call EFUNC(common,doAnimation);
};
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
// disable collisions by setting the physx mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // force global sync
};