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48 lines
1.1 KiB
Plaintext
48 lines
1.1 KiB
Plaintext
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/*
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* Author: Dystopian
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* Checks if unit can pull target body out of vehicle.
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*
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* Arguments:
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* 1: Body <OBJECT>
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* 2: Unit <OBJECT>
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*
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* Return Value:
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* Able to pull out target body <BOOL>
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*
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* Example:
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* [crew cursorObject select 0, player] call ace_interaction_fnc_canPullOutBody
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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 ["_body", "_unit"];
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private _vehicle = objectParent _body;
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if (
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!isNull objectParent _unit
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|| {alive _body}
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|| {isNull _vehicle}
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|| {1 < locked _vehicle}
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|| {
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0 < {alive _x} count crew _vehicle // alive is in vehicle
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// group is used here for situations when side player == ENEMY
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&& {0.6 > side group _unit getFriend side group _vehicle} // player is enemy
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}
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) exitWith {false};
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((fullCrew [_vehicle, ""] select {_body == _x select 0}) select 0) params ["", "", "_cargoIndex", "_turretPath"];
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private _locked = if (!(_turretPath isEqualTo [])) then {
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_vehicle lockedTurret _turretPath;
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} else {
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if (_cargoIndex > -1) then {
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_vehicle lockedCargo _cargoIndex;
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} else {
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lockedDriver _vehicle;
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};
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};
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!_locked
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