ACE3/addons/dragging/functions/fnc_dropClone.sqf
2024-01-14 22:36:10 +01:00

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut, johnb43
* Drops a draggable / carryable clone of a dead unit.
*
* Arguments:
* 0: Unit dragging / carrying <OBJECT>
* 1: Clone <OBJECT>
* 2: If unit is in building <BOOL>
*
* Return Value:
* Original unit <OBJECT>
*
* Example:
* [player, cursorObject, false] call ace_dragging_fnc_dropClone;
*
* Public: No
*/
params ["_unit", "_clone", "_inBuilding"];
(_clone getVariable [QGVAR(original), []]) params [
["_target", objNull],
["_isInRemainsCollector", true],
["_isObjectHidden", false],
["_simulationEnabled", true]
];
// Check if unit was deleted
if (!isNull _target) then {
// Turn on PhysX so that the corpse doesn't desync when moved
[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
private _posASL = getPosASL _clone;
if (_inBuilding) then {
_posASL = _posASL vectorAdd [0, 0, 0.05];
};
// Set the unit's direction
[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
[{
params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled", "_posASL"];
// Make sure PhysX is on
[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
// Bring unit back to clone's position
_target setPosASL _posASL;
// Unhide unit
if (!_isObjectHidden) then {
[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
};
// Enable simulation again
if (_simulationEnabled) then {
[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
};
// Detach first to prevent objNull in attachedObjects
detach _clone;
deleteVehicle _clone;
}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL], 0.25] call CBA_fnc_waitAndExecute;
// Get which curators had this object as editable
if (["ace_zeus"] call EFUNC(common,isModLoaded)) then {
private _objectCurators = _target getVariable [QGVAR(objectCurators), []];
if (_objectCurators isEqualTo []) exitWith {};
[QEGVAR(zeus,addObjects), [[_target], _objectCurators]] call CBA_fnc_serverEvent;
};
if (_isInRemainsCollector) then {
addToRemainsCollector [_target];
};
} else {
// Detach first to prevent objNull in attachedObjects
detach _clone;
deleteVehicle _clone;
};
_target