2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2015-02-04 19:16:19 +00:00
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/*
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* Author: PabstMirror
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2015-02-05 22:39:45 +00:00
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* Checks the conditions for being able to apply handcuffs
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2015-02-04 19:16:19 +00:00
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*
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* Arguments:
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* 0: caller (player) <OBJECT>
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* 1: target <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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2015-02-06 23:03:56 +00:00
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* [player, bob] call ACE_captives_fnc_canApplyHandcuffs
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2015-02-04 19:16:19 +00:00
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*
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* Public: No
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*/
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2015-08-04 23:15:20 +00:00
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params ["_unit", "_target"];
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2015-06-03 01:50:27 +00:00
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//Check sides, Player has cableTie, target is alive and not already handcuffed
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2015-02-05 22:39:45 +00:00
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2015-06-03 01:50:27 +00:00
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(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
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2018-09-17 19:03:28 +00:00
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{"ACE_CableTie" in (_unit call EFUNC(common,uniqueItems))} &&
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2015-02-06 09:38:27 +00:00
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{alive _target} &&
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2015-08-07 12:49:01 +00:00
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{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
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2015-09-19 18:58:34 +00:00
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{
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(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
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2017-09-19 18:21:30 +00:00
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{!GVAR(requireSurrenderAi) && {!([_target] call EFUNC(common,isPlayer))}} || //is an AI (not a player) and doesn't require surrendering
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2015-09-19 18:58:34 +00:00
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{GVAR(requireSurrender) == 0} || //or don't require surrendering
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{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
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{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon
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}
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