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83 lines
2.4 KiB
Plaintext
83 lines
2.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, Malbryn
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* Drag an object. Called from ace_dragging_fnc_startDrag
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*
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* Arguments:
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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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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_dragObject;
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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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// get attachTo offset and direction.
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private _position = _target getVariable [QGVAR(dragPosition), [0, 0, 0]];
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private _direction = _target getVariable [QGVAR(dragDirection), 0];
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// add height offset of model
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private _offset = (_target modelToWorldVisual [0, 0, 0] select 2) - (_unit modelToWorldVisual [0, 0, 0] select 2);
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if (_target isKindOf "CAManBase") then {
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_offset = 0;
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};
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_position = _position vectorAdd [0, 0, _offset];
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// attach object
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TRACE_3("attaching",_position,_offset,_direction);
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_target attachTo [_unit, _position];
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[QEGVAR(common,setDir), [_target, _direction], _target] call CBA_fnc_targetEvent;
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if (_target isKindOf "CAManBase") then {
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[_target, "AinjPpneMrunSnonWnonDb_still", 0] call EFUNC(common,doAnimation);
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};
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_unit setVariable [QGVAR(isDragging), true, true];
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_unit setVariable [QGVAR(draggedObject), _target, true];
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// add drop action
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GVAR(unit) = _unit;
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GVAR(releaseActionID) = [0xF1, [false, false, false], {
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[GVAR(unit), GVAR(unit) getVariable [QGVAR(draggedObject), objNull]] call FUNC(dropObject);
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}, "keydown", "", false, 0] call CBA_fnc_addKeyHandler;
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// show mouse hint
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["", localize LSTRING(Drop)] call EFUNC(interaction,showMouseHint);
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// block firing
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if !(GVAR(dragAndFire)) then {
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_unit setVariable [QGVAR(blockFire), [
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_unit, "DefaultAction",
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{true},
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{}
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] call EFUNC(common,addActionEventHandler)];
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};
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// add anim changed EH
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[_unit, "AnimChanged", FUNC(handleAnimChanged), [_unit]] call CBA_fnc_addBISEventHandler;
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// check everything
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[FUNC(dragObjectPFH), 0.5, [_unit, _target, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
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// reset current dragging height.
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GVAR(currentHeightChange) = 0;
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// prevent UAVs from firing
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private _UAVCrew = _target call EFUNC(common,getVehicleUAVCrew);
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// fixes not being able to move when in combat pace
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[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
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if (_UAVCrew isNotEqualTo []) then {
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{_target deleteVehicleCrew _x} count _UAVCrew;
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_target setVariable [QGVAR(isUAV), true, true];
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};
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