2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2018-11-19 04:33:50 +00:00
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/*
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* Author: Dystopian
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* Checks if Free Seats menu can be shown.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Unit <OBJECT>
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2019-03-22 02:29:51 +00:00
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* 2: Args <ARRAY>
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2018-11-19 04:33:50 +00:00
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*
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* Return Value:
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* Can show menu <BOOL>
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*
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* Example:
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* [cursorObject, player] call ace_quickmount_fnc_canShowFreeSeats
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*
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* Public: No
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*/
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2019-03-22 02:29:51 +00:00
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params ["_vehicle", "_unit", "_args"];
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2018-11-19 04:33:50 +00:00
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private _isInVehicle = _unit in _vehicle;
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GVAR(enabled)
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&& {
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GVAR(enableMenu) == 3
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|| {_isInVehicle && {GVAR(enableMenu) == 2}}
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|| {!_isInVehicle && {GVAR(enableMenu) == 1}}
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}
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&& {alive _vehicle}
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&& {2 > locked _vehicle}
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2023-01-31 23:12:19 +00:00
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&& {isNull getConnectedUAVUnit _unit}
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2020-09-03 15:56:49 +00:00
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&& {simulationEnabled _vehicle}
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2018-11-19 04:33:50 +00:00
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&& {
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2023-11-11 12:03:32 +00:00
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[_unit, _vehicle] call EFUNC(interaction,canInteractWithVehicleCrew)
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2018-11-19 04:33:50 +00:00
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}
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&& {
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0.3 < vectorUp _vehicle select 2 // moveIn* and GetIn* don't work for flipped vehicles
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|| {_vehicle isKindOf "Air"} // except Air
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}
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2019-03-22 02:29:51 +00:00
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&& {
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2021-02-04 17:01:35 +00:00
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_isInVehicle
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|| {
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// because Get In action has its own statement
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// we have to cache subactions in args and reuse them in insertChildren code
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private _subActions = _this call FUNC(addFreeSeatsActions);
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_args set [0, _subActions];
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2021-02-27 17:05:05 +00:00
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[] isNotEqualTo _subActions
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2021-02-04 17:01:35 +00:00
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}
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2019-03-22 02:29:51 +00:00
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}
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