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cee187adac
Convert vehicle to objectParent
127 lines
4.4 KiB
Plaintext
127 lines
4.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Drops a carried object.
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*
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* Arguments:
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* 0: Unit that carries the other object <OBJECT>
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* 1: Carried object to drop <OBJECT>
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* 2: Try loading object into vehicle <BOOL> (default: false)
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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_carry;
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*
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* Public: No
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*/
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params ["_unit", "_target", ["_tryLoad", false]];
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TRACE_1("params",_this);
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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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_unit setVariable [QGVAR(releaseActionID), nil];
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private _inBuilding = _unit call FUNC(isObjectOnObject);
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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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private _cursorObject = cursorObject;
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_tryLoad = _tryLoad && {!isNull _cursorObject} && {[_unit, _cursorObject, ["isNotCarrying"]] call EFUNC(common,canInteractWith)};
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private _loadCargo = false;
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// Don't release object if loading into vehicle (object might be released into vehicle)
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if (_tryLoad && {!(_target isKindOf "CAManBase")} && {["ace_cargo"] call EFUNC(common,isModLoaded)} && {[_target, _cursorObject] call EFUNC(cargo,canLoadItemIn)}) then {
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_loadCargo = true;
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} else {
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// Release object
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detach _target;
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};
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// Fix anim when aborting carrying persons
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if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
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if (isNull objectParent _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
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[_unit, "", 2] call EFUNC(common,doAnimation);
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};
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2] call EFUNC(common,doAnimation); //@todo
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};
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};
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// Properly remove fake weapon
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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// Reselect weapon and re-enable sprint
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private _previousWeaponIndex = _unit getVariable [QGVAR(previousWeapon), -1];
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_unit setVariable [QGVAR(previousWeapon), nil, true];
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if (_previousWeaponIndex != -1) then {
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_unit action ["SwitchWeapon", _unit, _unit, _previousWeaponIndex];
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};
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), 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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};
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_unit setVariable [QGVAR(isCarrying), false, true];
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_unit setVariable [QGVAR(carriedObject), 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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// Recreate UAV crew (add a frame delay or this may cause the vehicle to be moved to [0,0,0])
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if (_target getVariable [QGVAR(isUAV), false]) then {
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_target setVariable [QGVAR(isUAV), nil, true];
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[{
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params ["_target"];
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if (!alive _target) exitWith {};
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TRACE_2("restoring uav crew",_target,getPosASL _target);
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createVehicleCrew _target;
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}, [_target]] call CBA_fnc_execNextFrame;
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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(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync
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};
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// Reset temp direction
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_target setVariable [QGVAR(carryDirection_temp), nil];
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// (Try) loading into vehicle
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if (_loadCargo) then {
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[_unit, _target, _cursorObject] call EFUNC(cargo,startLoadIn);
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} else {
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if (_tryLoad && {_unit distance _cursorObject <= MAX_LOAD_DISTANCE_MAN} && {_target isKindOf "CAManBase"}) then {
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private _vehicles = [_cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat);
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if ([_cursorObject] isEqualTo _vehicles) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[_unit, _target, _cursorObject] call EFUNC(medical_treatment,loadUnit);
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} else {
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[_unit, _target, _cursorObject] call EFUNC(common,loadPerson);
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};
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};
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};
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};
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