ACE3/addons/dragging/functions/fnc_startDrag.sqf
Grim e5dc124fe8
Dragging - Add additional weight checks on inventory modification (#9225)
* Allow run when carrying light-weight objects

* Use global var instead of macro

* add weight check, improve getWeight & conditions

* changes from review

* changes from review - postInit

* add param to ignore PhysX mass

* add settings

* BI issue tracker in comment

* change defaults, remove overweight setting

* remove public variable

* setting name changes

* updating case in statusEffect_addType

* move to XEH

* derp

* Add some extra checks for closed events

* Update XEH_postInit.sqf

* conditions

---------

Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-07-22 06:30:40 +03:00

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#include "script_component.hpp"
/*
* Author: commy2, PiZZADOX, Malbryn
* Start the dragging process.
*
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_startDrag;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// exempt from weight check if object has override variable set
private _weight = 0;
if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
_weight = [_target] call FUNC(getWeight);
};
// exit if object weight is over global var value
if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
};
// Add a primary weapon if the unit has none
if !(GVAR(dragAndFire)) then {
if (primaryWeapon _unit isEqualto "") then {
_unit addWeapon "ACE_FakePrimaryWeapon";
_unit selectWeapon primaryWeapon _unit;
} else {
_unit selectWeapon primaryWeapon _unit;
};
} else { // Making sure the unit is holding a primary weapon or handgun
if !(currentWeapon _unit in [primaryWeapon _unit, handgunWeapon _unit]) then {
if (primaryWeapon _unit != "") then {
// Use primary if possible
_unit selectWeapon primaryWeapon _unit;
} else {
if (handgunWeapon _unit != "") then {
// Use pistol if unit has no primary
_unit selectWeapon handgunWeapon _unit;
} else {
// Add fake weapon if no weapons besides launcher are available
_unit addWeapon "ACE_FakePrimaryWeapon";
_unit selectWeapon primaryWeapon _unit;
};
};
};
};
// Save the weapon so we can monitor if it changes
_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// prevent multiple players from accessing the same object
[_unit, _target, true] call EFUNC(common,claim);
// can't play action that depends on weapon if it was added the same frame
if !(_unit call EFUNC(common,isSwimming)) then {
[{
private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
} else {
[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
};
}, _unit] call CBA_fnc_execNextFrame;
};
// move a bit closer and adjust direction when trying to pick up a person
if (_target isKindOf "CAManBase") then {
_target setDir (getDir _unit + 180);
_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
};
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] 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
};