ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf
johnb432 dbe372cb48
Dragging - Improve code (#9271)
* Code cleanup

* Moved keybinds to initKeybinds.sqf

* Update addons/dragging/initKeybinds.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/dragging/functions/fnc_carryObject.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/dragging/functions/fnc_getWeight.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Rephrasing and adjustments for dragging

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2023-07-24 02:07:37 +03:00

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#include "script_component.hpp"
/*
* Author: commy2
* Drops a carried object.
*
* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
* 2: Try loading object into vehicle <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
*
* Public: No
*/
params ["_unit", "_target", ["_tryLoad", false]];
TRACE_1("params",_this);
// Remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(releaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
private _inBuilding = _unit call FUNC(isObjectOnObject);
// Prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
// Release object
detach _target;
// Fix anim when aborting carrying persons
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2] call EFUNC(common,doAnimation);
};
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2] call EFUNC(common,doAnimation);
} else {
[_target, "", 2] call EFUNC(common,doAnimation); //@todo
};
};
// Properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
// Reselect weapon and re-enable sprint
private _previousWeaponIndex = _unit getVariable [QGVAR(previousWeapon), -1];
_unit setVariable [QGVAR(previousWeapon), nil, true];
if (_previousWeaponIndex != -1) then {
_unit action ["SwitchWeapon", _unit, _unit, _previousWeaponIndex];
};
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// Prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), 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;
};
// Recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};
// Reset mass
private _mass = _target getVariable [QGVAR(originalMass), 0];
if (_mass != 0) then {
[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync
};
// Reset temp direction
_target setVariable [QGVAR(carryDirection_temp), nil];
private _cursorObject = cursorObject;
// Try loading into vehicle
if (_tryLoad && {!isNull _cursorObject} && {[_unit, _cursorObject, ["isNotCarrying"]] call EFUNC(common,canInteractWith)}) then {
if (_target isKindOf "CAManBase") then {
private _vehicles = [_cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat);
if ([_cursorObject] isEqualTo _vehicles) then {
if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
[_unit, _target, _cursorObject] call EFUNC(medical_treatment,loadUnit);
} else {
[_unit, _target, _cursorObject] call EFUNC(common,loadPerson);
};
};
} else {
if (
["ace_cargo"] call EFUNC(common,isModLoaded) &&
{[_target, _cursorObject] call EFUNC(cargo,canLoadItemIn)}
) then {
[_unit, _target, _cursorObject] call EFUNC(cargo,startLoadIn);
};
};
};