ACE3/addons/captives/functions/fnc_canLoadCaptive.sqf

46 lines
1.5 KiB
Plaintext
Raw Normal View History

#include "..\script_component.hpp"
2015-02-03 02:04:50 +00:00
/*
* Author: commy2
* Check if the unit can load the target object into a vehicle.
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
* 1: A captive. objNull for the first escorted captive <OBJECT>
* 2: Vehicle to load the captive into. objNull for the nearest vehicle <OBJECT>
2015-02-03 02:04:50 +00:00
*
* Return Value:
* Can load captive <BOOL>
2015-02-03 02:04:50 +00:00
*
* Example:
* [bob, tom, car] call ace_captives_fnc_canLoadCaptive
2015-02-03 02:04:50 +00:00
*
* Public: No
*/
params ["_unit", "_target", "_vehicle"];
2015-02-03 02:04:50 +00:00
// Don't show "Load Captive" if unit is unconscious (already has "Load Patient")
if !(_target call EFUNC(common,isAwake)) exitWith {false};
2015-08-20 09:20:46 +00:00
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);
2015-02-03 02:04:50 +00:00
};
if (isNull _target || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
2015-02-03 02:04:50 +00:00
if (isNull _vehicle) then {
// Looking at a captive unit, get nearest vehicle with valid seat:
_vehicle = ([_target, nil, true] call EFUNC(common,nearestVehiclesFreeSeat)) param [0, objNull];
2015-08-20 09:20:46 +00:00
} else {
// We have a vehicle picked, make sure it has empty seats:
if (_vehicle emptyPositions "cargo" == 0 && {_vehicle emptyPositions "gunner" == 0}) then {
2015-08-20 09:20:46 +00:00
_vehicle = objNull;
};
2015-02-03 02:04:50 +00:00
};
!isNull _vehicle