ACE3/addons/dragging/functions/fnc_startDragPFH.sqf
2016-01-28 12:52:53 -06:00

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/*
* Author: commy2
* Drag PFH
*
* Arguments:
* 0: ARGS <ARRAY>
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
* 2: Timeout <NUMBER>
* 1: PFEH Id <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[player, target, 100], 20] call ace_dragging_fnc_startDragPFH;
*
* Public: No
*/
#include "script_component.hpp"
#ifdef DEBUG_ENABLED_DRAGGING
systemChat format ["%1 startDragPFH running", ACE_time];
#endif
params ["_args", "_idPFH"];
_args params ["_unit", "_target", "_timeOut"];
// handle aborting drag
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
TRACE_4("drag false",_unit,_target,_timeOut,ACE_time);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if (!alive _target || {_unit distance _target > 10}) then {
TRACE_4("dead/distance",_unit,_target,_timeOut,ACE_time);
[_unit, _target] call FUNC(dropObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame time.
if (ACE_time > _timeOut) exitWith {
TRACE_4("timeout",_unit,_target,_timeOut,ACE_time);
[_idPFH] call CBA_fnc_removePerFrameHandler;
// drop if in timeout
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS) exitWith {
TRACE_4("Start Dragging",_unit,_target,_timeOut,ACE_time);
[_unit, _target] call FUNC(dragObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};