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a8ed533004
* Dragging minor code cleanup * Update fnc_startCarryPFH.sqf * Revert UAV changes
65 lines
1.9 KiB
Plaintext
65 lines
1.9 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* PFH for dragging an object.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* - 0: Unit <OBJECT>
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* - 1: Target <OBJECT>
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* - 2: Start time <NUMBER>
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* 1: PFEH Id <NUMBER>
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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, CBA_missionTime], _idPFH] call ace_dragging_fnc_dragObjectPFH;
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*
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* Public: No
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*/
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#ifdef DEBUG_ENABLED_DRAGGING
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systemChat format ["%1 dragObjectPFH running", CBA_missionTime];
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#endif
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params ["_args", "_idPFH"];
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_args params ["_unit", "_target", "_startTime"];
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if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
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TRACE_2("drag false",_unit,_target);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target is destroyed
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if (!alive _target) exitWith {
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TRACE_2("dead",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop if the target moved away from carrier (e.g. weapon disassembled)
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// attachTo seems to have some kind of network delay and target can return an odd position during the first few frames,
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// So wait a full second to exit if out of range (this is critical as we would otherwise detach and set it's pos to weird pos)
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if (_unit distance _target > 10 && {(CBA_missionTime - _startTime) >= 1}) exitWith {
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TRACE_2("distance",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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// Drop static if crew is in it (UAV crew deletion may take a few frames)
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if (_target isKindOf "StaticWeapon" && {!(_target getVariable [QGVAR(isUAV), false])} && {(crew _target) isNotEqualTo []}) exitWith {
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TRACE_2("static weapon crewed",_unit,_target);
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[_unit, _target] call FUNC(dropObject);
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_unit setVariable [QGVAR(hint), nil];
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call EFUNC(interaction,hideMouseHint);
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_idPFH call CBA_fnc_removePerFrameHandler;
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};
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