ACE3/addons/captives/functions/fnc_canLoadCaptive.sqf

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/*
* Author: commy2
* Check if the unit can load the target object into a vehicle.
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
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* 1: A captive. ObjNull for the first escorted captive (may be null) <OBJECT>
* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (may be null) <OBJECT>
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*
* Return Value:
* The return value <BOOL>
*
* Example:
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* [player, bob] call ACE_captives_fnc_canLoadCaptive
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*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target","_vehicle"];
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if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
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};
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if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
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if (isNull _vehicle) then {
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//Looking at a captive unit, search for nearby vehicles with valid seats:
{
// if (([_x] call FUNC(findEmptyNonFFVCargoSeat)) != -1) exitWith {
if ((_x emptyPositions "cargo") > 0) exitWith {
_vehicle = _x;
};
} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
} else {
// if (([_vehicle] call FUNC(findEmptyNonFFVCargoSeat)) == -1) then {
if ((_vehicle emptyPositions "cargo") == 0) then {
_vehicle = objNull;
};
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};
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(!isNull _vehicle)