ACE3/addons/dragging/functions/fnc_canCarry.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2, Dystopian
* Checks if unit can carry the object. Doesn't check weight.
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*
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* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
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*
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* Return Value:
* Can the unit carry the object? <BOOL>
*
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* Example:
* [player, cursorTarget] call ace_dragging_fnc_canCarry
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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if !(alive _target && {_target getVariable [QGVAR(canCarry), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
// #2644 - Units with injured legs cannot bear the extra weight of carrying an object
// The fireman carry animation does not slow down for injured legs, so you could carry and run
if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
// Static weapons need to be empty for carrying (ignore UAV AI)
if (_target isKindOf "StaticWeapon") exitWith {
(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 {
isAwake _target && // not ragdolled
{lifeState _target == "INCAPACITATED" ||
{_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