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47 lines
1.3 KiB
Plaintext
47 lines
1.3 KiB
Plaintext
/*
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* Author: commy2
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*
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* Start the dragging process.
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*
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* Argument:
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* 0: Unit that should do the dragging (Object)
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* 1: Object to drag (Object)
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*
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* Return value:
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* NONE.
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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// check weight
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private "_weight";
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_weight = [_target] call FUNC(getWeight);
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if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
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[localize "STR_ACE_Dragging_UnableToDrag"] call EFUNC(common,displayTextStructured);
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};
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// add a primary weapon if the unit has none.
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// @todo prevent opening inventory when equipped with a fake weapon
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// can't play action that depends on weapon if it was added the same frame
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[{_this playActionNow "grabDrag";}, _unit] call EFUNC(common,execNextFrame);
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, time + 5]] call CBA_fnc_addPerFrameHandler;
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