ACE3/addons/dragging/functions/fnc_startDragPFH.sqf
2015-08-09 14:53:13 +02:00

50 lines
1.3 KiB
Plaintext

/*
* Author: commy2
*
* Drag PFH
*
* Arguments:
* ?
*
* Return Value:
* None
*
* 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 {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// same as dragObjectPFH, checks if object is deleted or dead OR (target moved away from carrier (weapon disasembled))
if ((!([_target] call EFUNC(common,isAlive))) || {(_unit distance _target) > 10}) then {
[_unit, _target] call FUNC(dropObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame ACE_time.
if (ACE_time > _timeOut) exitWith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
// drop if in timeout
private "_draggedObject";
_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
// unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS) exitWith {
[_unit, _target] call FUNC(dragObject);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};