2015-03-16 19:39:49 +00:00
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/*
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* Author: commy2
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* Check if unit can drag the object. Doesn't check weight.
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*
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2015-08-09 12:53:13 +00:00
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* Arguments:
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* 0: Unit that should do the dragging <OBJECT>
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* 1: Object to drag <OBJECT>
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2015-03-16 19:39:49 +00:00
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*
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2015-08-09 12:53:13 +00:00
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* Return Value:
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* Can the unit drag the object? <BOOL>
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*
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2016-01-28 18:52:53 +00:00
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_canDrag;
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*
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2015-08-09 12:53:13 +00:00
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* Public: No
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2015-03-16 19:39:49 +00:00
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*/
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#include "script_component.hpp"
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2016-01-28 18:52:53 +00:00
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params ["_unit", "_target"];
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2015-03-16 19:39:49 +00:00
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2017-10-01 18:38:11 +00:00
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if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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2015-03-16 19:39:49 +00:00
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2015-09-26 01:16:55 +00:00
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// a static weapon has to be empty for dragging (ignore UAV AI)
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if ((typeOf _target) isKindOf "StaticWeapon" && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false};
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2015-03-17 14:42:25 +00:00
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2015-11-30 16:27:09 +00:00
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alive _target && {vehicle _target == _target} && {_target getVariable [QGVAR(canDrag), false]} && {animationState _target in ["", "unconscious"] || (_target getVariable ["ACE_isUnconscious", false]) || (_target isKindOf "CAManBase" && {(_target getHitPointDamage "HitLegs") > 0.4})};
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