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Dragging - Corpse carrying and dragging - continued #9269

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johnb432
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When merged this pull request will:

I had found out a way to implemented corpse carrying, but it was somewhat clunky. However, when trying to implement said solution, I found a better one and wanted to share it.

Pinging those were most heavily involved with the above mentioned PR:
@BaerMitUmlaut @PabstMirror @Dystopian

I haven't tested this PR a lot, but the initial testing was promising imo.

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_target setPosATL [0, 0, -10];

// Turn off PhysX
[QEGVAR(common,awake), [_target, false]] call CBA_fnc_globalEvent;
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In my testing toggling awake seemed to be fine, however adding a delay to the execution (either as absolute or x amount of frames) might be a good idea.
Any suggestions/comments?

@@ -11,35 +11,36 @@
* Can the unit carry the object? <BOOL>
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canCarry
* [player, cursorObject] call ace_dragging_fnc_canCarry
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Why cursorObject anywhere? That's way too fiddly compared to cursorTarget and returns irrelevant stuff like map props.

@BaerMitUmlaut
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This should have been two PRs. I don't mind the general code cleanup at all, but it makes hard to see what actually changed.

@johnb432 johnb432 closed this Jul 20, 2023
@johnb432 johnb432 mentioned this pull request Jul 20, 2023
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Splitting into 3 different PRs.

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3 participants