ACE3/addons/dragging/functions/fnc_canCarry.sqf

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/*
* Author: commy2
* Check if unit can carry the object. Doesn't check weight.
*
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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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* Public: No
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*/
#include "script_component.hpp"
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params ["_unit", "_target"];
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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};
// a static weapon has to be empty for dragging (ignore UAV AI)
if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false};
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alive _target && {vehicle _target == _target} && {_target getVariable [QGVAR(canCarry), false]} && {animationState _target in ["", "unconscious"] || (_target getVariable ["ACE_isUnconscious", false]) || (_target isKindOf "CAManBase" && {(_target getHitPointDamage "HitLegs") > 0.4})}