ACE3/addons/dragging/functions/fnc_startDrag.sqf
Dystopian 36b61fdb6e Block adv. throwing when player is busy (#5534)
* Add throw blocking status effect

* Add concertina_wire and tripod support

* Add launcher in hands support

* Disable effect sending more than once

* Fix EFUNC using, add trace

* Disable vanilla throw blocking

* Improve status handling

* Fix rearm status key
2017-12-07 11:26:21 -06:00

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/*
* Author: commy2
* 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
*/
#include "script_component.hpp"
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// check weight
private _weight = [_target] call FUNC(getWeight);
if (_weight > missionNamespace getVariable ["ACE_maxWeightDrag", 1E11]) exitWith {
[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 == "") 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;