ACE3/addons/dragging/functions/fnc_startCarry.sqf
Dystopian 8b94d765aa
Dragging - Allow run when carrying light-weight objects (#8338)
* Allow run when carrying light-weight objects

* Use global var instead of macro

* Update addons/common/XEH_postInit.sqf

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Co-authored-by: jonpas <jonpas33@gmail.com>
2023-06-28 14:43:10 +03:00

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#include "script_component.hpp"
/*
* Author: commy2, PiZZADOX
* Start the carrying process.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startCarry;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
private _weight = [_target] call FUNC(getWeight);
// exempt from weight check if object has override variable set
if (!GETVAR(_target,GVAR(ignoreWeightCarry),false) && {
_weight > GETMVAR(ACE_maxWeightCarry,1E11)
}) exitWith {
// exit if object weight is over global var value
[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
private _timer = CBA_missionTime + 5;
// handle objects vs persons
if (_target isKindOf "CAManBase") then {
// add a primary weapon if the unit has none.
if (primaryWeapon _unit isEqualto "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
};
// select primary, otherwise the drag animation actions don't work.
_unit selectWeapon primaryWeapon _unit;
// move a bit closer and adjust direction when trying to pick up a person
_target setDir (getDir _unit + 180);
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit));
[_unit, "AcinPknlMstpSnonWnonDnon_AcinPercMrunSnonWnonDnon", 2] call EFUNC(common,doAnimation);
[_target, "AinjPfalMstpSnonWrflDnon_carried_Up", 2] call EFUNC(common,doAnimation);
_timer = CBA_missionTime + 10;
} else {
// select no weapon and stop sprinting
private _previousWeaponIndex = [_unit] call EFUNC(common,getFiremodeIndex);
_unit setVariable [QGVAR(previousWeapon), _previousWeaponIndex, true];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
// objects other than containers have calculated weight == 0 so we use getMass
if (-1 == ["ReammoBox_F", "WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x}) then {
_weight = getMass _target;
};
if (_weight > GVAR(maxWeightCarryRun)) then {
[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
} else {
[_unit, "blockSprint", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
};
};
[_unit, "blockThrow", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// required for aborting animation
_unit setVariable [QGVAR(carriedObject), _target, true];
[FUNC(startCarryPFH), 0.2, [_unit, _target, _timer]] call CBA_fnc_addPerFrameHandler;
// disable collisions by setting the physx mass to almost zero
private _mass = getMass _target;
if (_mass > 1) then {
_target setVariable [QGVAR(originalMass), _mass, true];
[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // force global sync
};