ACE3/addons/dragging/functions/fnc_dropObject.sqf
Dániel Boros 026b94903e Dragging - Add new dragging animations (#7950)
* New custom animation added

* Adjusted CfgMoves and the script components

* New drop animation and key handler

* CBA settings and new ManActions added

* Adjustments to the drop animation

* Added translations and fixed some stuff

* Update CfgMovesBasic.hpp

* Fix translations

Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com>

* Use the same key to drop object

* Update addons/dragging/stringtable.xml

Co-authored-by: Jo David <github@jonathandavid.de>

* Fix French translation

Co-authored-by: Elgin675 <elgin675@hotmail.com>

* Lower the weapon accuracy of the drag animations

* Removed auto-switch to handgun

* Update fnc_startDrag.sqf

 - Holding a launcher breaks the firing animation.
 - Now the unit has to hold either a primary weapon or handgun.

* Handle the unit's current weapon

Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com>

* Update addons/dragging/functions/fnc_handlePlayerWeaponChanged.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/dragging/initSettings.sqf

Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Blutze <37950828+Blutze@users.noreply.github.com>
Co-authored-by: Jo David <github@jonathandavid.de>
Co-authored-by: BaerMitUmlaut <BaerMitUmlaut@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
2021-05-23 16:38:43 -05:00

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#include "script_component.hpp"
/*
* Author: commy2, Malbryn
* Drop a dragged object.
*
* Arguments:
* 0: Unit that drags the other object <OBJECT>
* 1: Dragged object to drop <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_dropObject;
*
* Public: No
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
// remove drop action
[QGVAR(releaseActionID), "keydown"] call CBA_fnc_removeKeyHandler;
// stop blocking
if !(GVAR(dragAndFire)) then {
[_unit, "DefaultAction", _unit getVariable [QGVAR(blockFire), -1]] call EFUNC(common,removeActionEventHandler);
};
private _inBuilding = [_unit] call FUNC(isObjectOnObject);
if !(_unit getVariable ["ACE_isUnconscious", false]) then {
// play release animation
[_unit, "released"] call EFUNC(common,doGesture);
};
// prevent collision damage
[QEGVAR(common,fixCollision), _unit] call CBA_fnc_localEvent;
[QEGVAR(common,fixCollision), _target, _target] call CBA_fnc_targetEvent;
// release object
detach _target;
if (_target isKindOf "CAManBase") then {
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, "unconscious", 2, true] call EFUNC(common,doAnimation);
} else {
[_target, "", 2, true] call EFUNC(common,doAnimation); //@todo "AinjPpneMrunSnonWnonDb_release" seems to fall back to unconsciousness anim.
};
};
_unit removeWeapon "ACE_FakePrimaryWeapon";
[_unit, "blockThrow", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
// prevent object from flipping inside buildings
if (_inBuilding) then {
_target setPosASL (getPosASL _target vectorAdd [0, 0, 0.05]);
TRACE_2("setPos",getPosASL _unit,getPosASL _target);
};
// hide mouse hint
[] call EFUNC(interaction,hideMouseHint);
_unit setVariable [QGVAR(isDragging), false, true];
_unit setVariable [QGVAR(draggedObject), objNull, true];
// make object accessible for other units
[objNull, _target, true] call EFUNC(common,claim);
if !(_target isKindOf "CAManBase") then {
[QEGVAR(common,fixPosition), _target, _target] call CBA_fnc_targetEvent;
[QEGVAR(common,fixFloating), _target, _target] call CBA_fnc_targetEvent;
};
if (_unit getVariable ["ACE_isUnconscious", false]) then {
[_unit, "unconscious", 2, true] call EFUNC(common,doAnimation);
};
// recreate UAV crew
if (_target getVariable [QGVAR(isUAV), false]) then {
createVehicleCrew _target;
};
// fixes not being able to move when in combat pace
[_unit, "forceWalk", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
// reset mass
private _mass = _target getVariable [QGVAR(originalMass), 0];
if (_mass != 0) then {
[QEGVAR(common,setMass), [_target, _mass]] call CBA_fnc_globalEvent; // force global sync
};