ACE3/addons/dragging/functions/fnc_dropObject_carry.sqf
johnb432 d1f0dc5e83
Cargo - Improve various aspects (#9617)
* Update CfgVehicles.hpp

* Cargo cleanup

* Update menu.hpp

* Updated status effect key

* Update fnc_onMenuOpen.sqf

* Update fnc_onMenuOpen.sqf

* fix comment from merge

* nil interaction GVARs on menu close

* fix carry bug

* Fix floating objects in MP

* Updated ace_cargoAdded doc

* Fix progress bar prematurely stopping

* Finer cursor object selection

---------

Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
2023-11-17 20:07:28 -03:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Drops a carried object.
*
* Arguments:
* 0: Unit that carries the other object <OBJECT>
* 1: Carried object to drop <OBJECT>
* 2: Try loading object into vehicle <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject_carry;
*
* Public: No
*/
params ["_unit", "_target", ["_tryLoad", false]];
TRACE_1("params",_this);
// Remove drop action
[_unit, "DefaultAction", _unit getVariable [QGVAR(releaseActionID), -1]] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(releaseActionID), nil];
private _inBuilding = _unit call FUNC(isObjectOnObject);
// Prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
private _cursorObject = cursorObject;
_tryLoad = _tryLoad && {!isNull _cursorObject} && {[_unit, _cursorObject, ["isNotCarrying"]] call EFUNC(common,canInteractWith)};
private _loadCargo = false;
// Don't release object if loading into vehicle (object might be released into vehicle)
if (_tryLoad && {!(_target isKindOf "CAManBase")} && {["ace_cargo"] call EFUNC(common,isModLoaded)} && {[_target, _cursorObject] call EFUNC(cargo,canLoadItemIn)}) then {
_loadCargo = true;
} else {
// Release object
detach _target;
};
// Fix anim when aborting carrying persons
if (_target isKindOf "CAManBase" || {animationState _unit in CARRY_ANIMATIONS}) then {
if (vehicle _unit == _unit && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
[_unit, "", 2] call EFUNC(common,doAnimation);
};
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2] call EFUNC(common,doAnimation);
} else {
[_target, "", 2] call EFUNC(common,doAnimation); //@todo
};
};
// Properly remove fake weapon
_unit removeWeapon "ACE_FakePrimaryWeapon";
// Reselect weapon and re-enable sprint
private _previousWeaponIndex = _unit getVariable [QGVAR(previousWeapon), -1];
_unit setVariable [QGVAR(previousWeapon), nil, true];
if (_previousWeaponIndex != -1) then {
_unit action ["SwitchWeapon", _unit, _unit, _previousWeaponIndex];
};
[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// Prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
};
_unit setVariable [QGVAR(isCarrying), false, true];
_unit setVariable [QGVAR(carriedObject), objNull, true];
// Make object accessible for other units
[objNull, _target, true] call EFUNC(common,claim);
if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
};
// Recreate UAV crew (add a frame delay or this may cause the vehicle to be moved to [0,0,0])
if (_target getVariable [QGVAR(isUAV), false]) then {
[{
params ["_target"];
if (!alive _target) exitWith {};
TRACE_2("restoring uav crew",_target,getPosASL _target);
createVehicleCrew _target;
}, [_target]] call CBA_fnc_execNextFrame;
};
// Reset mass
private _mass = _target getVariable [QGVAR(originalMass), 0];
if (_mass != 0) then {
[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // Force global sync
};
// Reset temp direction
_target setVariable [QGVAR(carryDirection_temp), nil];
// (Try) loading into vehicle
if (_loadCargo) then {
[_unit, _target, _cursorObject] call EFUNC(cargo,startLoadIn);
} else {
if (_tryLoad && {_unit distance _cursorObject <= MAX_LOAD_DISTANCE_MAN} && {_target isKindOf "CAManBase"}) then {
private _vehicles = [_cursorObject, 0, true] call EFUNC(common,nearestVehiclesFreeSeat);
if ([_cursorObject] isEqualTo _vehicles) then {
if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
[_unit, _target, _cursorObject] call EFUNC(medical_treatment,loadUnit);
} else {
[_unit, _target, _cursorObject] call EFUNC(common,loadPerson);
};
};
};
};