ACE3/addons/disarming/functions/fnc_canBeDisarmed.sqf

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#include "script_component.hpp"
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/*
* Author: PabstMirror
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*
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* Checks the conditions for being able to disarm a unit
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*
* Arguments:
* 0: Target <OBJECT>
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*
* Return Value:
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* Can Be Disarmed <BOOL>
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*
* Example:
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* [cursorTarget] call ace_disarming_fnc_canBeDisarmed
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*
* Public: No
*/
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params ["_target"];
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//Check animationState for putDown anim
//This ensures the unit doesn't have to actualy do any animation to drop something
//This should always be true for the 3 possible status effects that allow disarming
private _animationStateCfgMoves = getText (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _target) >> "actions");
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if (_animationStateCfgMoves == "") exitWith { false };
private _putDownAnim = getText (configFile >> "CfgMovesBasic" >> "Actions" >> _animationStateCfgMoves >> "PutDown");
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if (_putDownAnim != "") exitWith { false };
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(alive _target) &&
{(abs (speed _target)) < 1} &&
{(vehicle _target) == _target} &&
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{(_target getVariable ["ACE_isUnconscious", false]) ||
{_target getVariable [QEGVAR(captives,isHandcuffed), false]} ||
{_target getVariable [QEGVAR(captives,isSurrendering), false]}}