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e5dc124fe8
* 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>
100 lines
3.3 KiB
Plaintext
100 lines
3.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, PiZZADOX, Malbryn
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* Start the dragging process.
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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_startDrag;
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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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// exempt from weight check if object has override variable set
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private _weight = 0;
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if !(_target getVariable [QGVAR(ignoreWeightDrag), false]) then {
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_weight = [_target] call FUNC(getWeight);
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};
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// exit if object weight is over global var value
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if (_weight > GETMVAR(ACE_maxWeightDrag,1E11)) exitWith {
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[localize LSTRING(UnableToDrag)] call EFUNC(common,displayTextStructured);
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};
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// Add a primary weapon if the unit has none
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if !(GVAR(dragAndFire)) then {
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if (primaryWeapon _unit isEqualto "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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_unit selectWeapon primaryWeapon _unit;
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} else {
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_unit selectWeapon primaryWeapon _unit;
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};
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} else { // Making sure the unit is holding a primary weapon or handgun
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if !(currentWeapon _unit in [primaryWeapon _unit, handgunWeapon _unit]) then {
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if (primaryWeapon _unit != "") then {
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// Use primary if possible
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_unit selectWeapon primaryWeapon _unit;
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} else {
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if (handgunWeapon _unit != "") then {
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// Use pistol if unit has no primary
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_unit selectWeapon handgunWeapon _unit;
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} else {
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// Add fake weapon if no weapons besides launcher are available
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_unit addWeapon "ACE_FakePrimaryWeapon";
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_unit selectWeapon primaryWeapon _unit;
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};
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};
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};
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};
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// Save the weapon so we can monitor if it changes
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_unit setVariable [QGVAR(currentWeapon), currentWeapon _unit];
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// prevent multiple players from accessing the same object
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[_unit, _target, true] call EFUNC(common,claim);
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// can't play action that depends on weapon if it was added the same frame
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if !(_unit call EFUNC(common,isSwimming)) then {
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[{
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private _unitWeapon = _this getVariable [QGVAR(currentWeapon), ""];
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if (_unitWeapon isKindOf ["Pistol", configFile >> "CfgWeapons"]) then {
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[_this, "ACE_dragWithPistol"] call EFUNC(common,doGesture);
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} else {
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[_this, "ACE_dragWithRifle"] call EFUNC(common,doGesture);
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};
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}, _unit] call CBA_fnc_execNextFrame;
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};
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// move a bit closer and adjust direction when trying to pick up a person
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if (_target isKindOf "CAManBase") then {
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_target setDir (getDir _unit + 180);
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_target setPosASL (getPosASL _unit vectorAdd (vectorDir _unit vectorMultiply 1.5));
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[_target, "AinjPpneMrunSnonWnonDb_grab", 2] call EFUNC(common,doAnimation);
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};
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, CBA_missionTime + 5]] call CBA_fnc_addPerFrameHandler;
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// disable collisions by setting the physx mass to almost zero
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private _mass = getMass _target;
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if (_mass > 1) then {
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_target setVariable [QGVAR(originalMass), _mass, true];
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[QEGVAR(common,setMass), [_target, 1e-12]] call CBA_fnc_globalEvent; // force global sync
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};
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