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https://github.com/acemod/ACE3.git
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e5dc124fe8
* Allow run when carrying light-weight objects * Use global var instead of macro * add weight check, improve getWeight & conditions * changes from review * changes from review - postInit * add param to ignore PhysX mass * add settings * BI issue tracker in comment * change defaults, remove overweight setting * remove public variable * setting name changes * updating case in statusEffect_addType * move to XEH * derp * Add some extra checks for closed events * Update XEH_postInit.sqf * conditions --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
110 lines
3.6 KiB
Plaintext
110 lines
3.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Drop 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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*
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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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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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// release object
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detach _target;
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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 (vehicle _unit == _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 accesable 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
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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(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 (_tryLoad && {!isNull cursorObject} && {([ACE_player, cursorObject, []] call EFUNC(common,canInteractWith))}) then {
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if (_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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} else {
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if ([_target, cursorObject] call EFUNC(cargo,canLoadItemIn)) then {
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[player, _target, cursorObject] call EFUNC(cargo,startLoadIn);
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};
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};
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};
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