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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
79 lines
2.3 KiB
Plaintext
79 lines
2.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Drop a dragged object.
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*
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* Arguments:
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* 0: Unit that drags the other object <OBJECT>
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* 1: Dragged 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;
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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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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if !(_unit getVariable ["ACE_isUnconscious", false]) then {
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// play release animation
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[_unit, "released"] call EFUNC(common,doGesture);
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};
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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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if (_target isKindOf "CAManBase") then {
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if (_target getVariable ["ACE_isUnconscious", false]) then {
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[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
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} else {
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[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
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};
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};
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_unit removeWeapon "ACE_FakePrimaryWeapon";
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[_unit, "blockThrow", "ACE_dragging", 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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TRACE_2("setPos",getPosASL _unit,getPosASL _target);
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};
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// hide mouse hint
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[] call EFUNC(interaction,hideMouseHint);
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_unit setVariable [QGVAR(isDragging), false, true];
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_unit setVariable [QGVAR(draggedObject), 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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if (_unit getVariable ["ACE_isUnconscious", false]) then {
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[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
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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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