ACE3/addons/dragging/functions/fnc_canDrag.sqf

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#include "..\script_component.hpp"
/*
* Author: commy2, Dystopian
* Checks if unit can drag the object. Doesn't check weight.
*
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* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
*
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* Return Value:
* Can the unit drag the object? <BOOL>
*
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* Example:
* [player, cursorTarget] call ace_dragging_fnc_canDrag
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*
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* Public: No
*/
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params ["_unit", "_target"];
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if !((alive _target || {_target isKindOf "CAManBase"}) && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Static weapons need to be empty for dragging (ignore UAV AI)
if (_target isKindOf "StaticWeapon") exitWith {
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(crew _target) findIf {!unitIsUAV _x} == -1
};
// Units need to be unconscious or limping; Units also need to not be in ragdoll, as that causes desync issues
if (_target isKindOf "CAManBase") exitWith {
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(isAwake _target == alive _target) && // not ragdolled
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{!(lifeState _target in ["HEALTHY", "INJURED"]) ||
{_target getHitPointDamage "HitLegs" >= 0.5}}
};
// Check max items for WeaponHolders
if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
};
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true // return