ACE3/addons/reloadlaunchers/functions/fnc_canLoad.sqf

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#include "script_component.hpp"
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/*
* Author: commy2
* Check of the unit can reload the launcher of target unit.
*
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* Arguments:
* 0: Unit to do the reloading <OBJECT>
* 1: Unit eqipped with launcher <OBJECT>
* 2: weapon name <STRING>
* 3: missile name <STRING>
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*
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* Return Value:
* None
*
* Example:
* [bob, kevin, "weapon", "missile"] call ace_reloadlaunchers_fnc_canLoad
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*
* Public: No
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*/
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params ["_unit", "_target", "_weapon", "_magazine"];
TRACE_4("params",_unit,_target,_weapon,_magazine);
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if (!alive _target) exitWith {false};
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if (vehicle _target != _target) exitWith {false};
if !([_unit, _target, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// target is awake
if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
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// has secondary weapon equipped
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if !(_weapon in weapons _target) exitWith {false};
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// check if the target really needs to be reloaded
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if (count secondaryWeaponMagazine _target > 0) exitWith {false};
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// check if the launcher is compatible
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled)) == 0) exitWith {false};
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// check if the magazine compatible with targets launcher
_magazine in ([_unit, _weapon] call FUNC(getLoadableMissiles))