ACE3/addons/dragging/XEH_postInit.sqf
johnb432 11664b0040
Dragging - Improve featureCamera handling (#9389)
* Update XEH_postInit.sqf

* Update XEH_postInit.sqf

* Update XEH_postInit.sqf

* Different approach

* Updated to new script_component

* fix variable lookup

---------

Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
2023-09-19 23:56:20 -04:00

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// by PabstMirror, commy2
#include "script_component.hpp"
if (isServer) then {
// Release object on disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", LINKFUNC(handleKilled)];
// Handle surrending and handcuffing
["ace_captiveStatusChanged", {
params ["_unit", "_state"];
// If surrended or handcuffed, drop dragged/carried object
if (_state) then {
_unit call FUNC(handleKilled);
};
}] call CBA_fnc_addEventHandler;
};
if (!hasInterface) exitWith {};
if (isNil "ACE_maxWeightDrag") then {
ACE_maxWeightDrag = 800;
};
if (isNil "ACE_maxWeightCarry") then {
ACE_maxWeightCarry = 600;
};
if (isNil QGVAR(maxWeightCarryRun)) then {
GVAR(maxWeightCarryRun) = 50;
};
["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
// Release object on player change. This does work when returning to lobby, but not when hard disconnecting.
["unit", LINKFUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler;
["weapon", LINKFUNC(handlePlayerWeaponChanged)] call CBA_fnc_addPlayerEventHandler;
// Handle waking up dragged unit and falling unconscious while dragging
["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler;
// Display event handler
["MouseZChanged", {(_this select 1) call FUNC(handleScrollWheel)}] call CBA_fnc_addDisplayHandler;
[QGVAR(carryingContainerClosed), {
params ["_container", "_owner"];
TRACE_2("carryingContainerClosed EH",_container,_owner);
if !(_owner getVariable [QGVAR(isCarrying), false]) exitWith { ERROR_1("not carrying - %1",_this) };
private _weight = 0;
if !(_container getVariable [QGVAR(ignoreWeightCarry), false]) then {
_weight = [_container] call FUNC(getWeight);
};
// Drop the object if overweight
if (_weight > ACE_maxWeightCarry) exitWith {
[_owner, _container] call FUNC(dropObject_carry);
};
private _canRun = [_weight] call FUNC(canRun_carry);
// Force walking based on weight
[_owner, "forceWalk", QUOTE(ADDON), !_canRun] call EFUNC(common,statusEffect_set);
[_owner, "blockSprint", QUOTE(ADDON), _canRun] call EFUNC(common,statusEffect_set);
}] call CBA_fnc_addEventHandler;
[QGVAR(draggingContainerClosed), {
params ["_container", "_owner"];
TRACE_2("draggingContainerClosed EH",_container,_owner);
if !(_owner getVariable [QGVAR(isDragging), false]) exitWith { ERROR_1("not dragging - %1",_this) };
private _weight = 0;
if !(_container getVariable [QGVAR(ignoreWeightDrag), false]) then {
_weight = [_container] call FUNC(getWeight);
};
// Drop the object if overweight
if (_weight > ACE_maxWeightDrag) exitWith {
[_owner, _container] call FUNC(dropObject);
};
}] call CBA_fnc_addEventHandler;
// When changing cameras, drop carried and dragged objects
["featureCamera", {
params ["_unit", "_camera"];
// Unit can either drag or carry, functions themselves handle which ones are executed
switch (_camera) do {
// Default camera
case "": {
_unit call FUNC(resumeDrag);
_unit call FUNC(resumeCarry);
};
// Arsenals make the unit change animations, which makes the unit drop dragged/carried objects regardless
case "arsenal";
case "ace_arsenal": {
_unit call FUNC(handleKilled);
};
default {
_unit call FUNC(pauseDrag);
_unit call FUNC(pauseCarry);
};
};
}] call CBA_fnc_addPlayerEventHandler;
#include "initKeybinds.sqf"