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56 lines
1.7 KiB
Plaintext
56 lines
1.7 KiB
Plaintext
/*
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* Author: commy2
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* Start the dragging process.
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*
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* Argument:
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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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#include "script_component.hpp"
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params ["_unit", "_target"];
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TRACE_2("params",_unit,_target);
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// check weight
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private _weight = [_target] call FUNC(getWeight);
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if (_weight > missionNamespace getVariable ["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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// @todo prevent opening inventory when equipped with a fake weapon
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if (primaryWeapon _unit == "") then {
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_unit addWeapon "ACE_FakePrimaryWeapon";
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};
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// select primary, otherwise the drag animation actions don't work.
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_unit selectWeapon primaryWeapon _unit;
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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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[{_this playActionNow "grabDrag";}, _unit] call CBA_fnc_execNextFrame;
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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, true] 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, ACE_time + 5]] call CBA_fnc_addPerFrameHandler;
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