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Reverted changes for hostile crew (now in a separate PR)
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@ -32,8 +32,7 @@ private _condition = {
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params ["_target", "_player", "_args"];
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_args params ["_carryMag", "_turretPath", "", "_magSource"];
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[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew) &&
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{([_target, _turretPath, _carryMag, _magSource] call FUNC(reload_canLoadMagazine)) select 0}
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([_target, _turretPath, _carryMag, _magSource] call FUNC(reload_canLoadMagazine)) select 0
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};
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private _cfgMagazines = configFile >> "CfgMagazines"; // Micro-optimization
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@ -43,8 +43,7 @@ private _condition = {
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params ["_target", "_player", "_args"];
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_args params ["_vehMag", "_turretPath", "_carryMag"];
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[_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew) &&
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{[_target, _turretPath, _player, _carryMag, _vehMag] call FUNC(reload_canUnloadMagazine)}
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[_target, _turretPath, _player, _carryMag, _vehMag] call FUNC(reload_canUnloadMagazine)
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};
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private _actions = [];
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@ -11,7 +11,7 @@
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* Unit can interact with vehicle crew <BOOL>
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*
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* Example:
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* [player, cursorObject] call ace_interaction_fnc_canInteractWithVehicleCrew
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* [cursorObject, player] call ace_interaction_fnc_canInteractWithVehicleCrew
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*
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* Public: No
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*/
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@ -11,17 +11,17 @@
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* Can check ammo <BOOL>
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*
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* Example:
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* [cursorObject, player] call ace_reload_fnc_canCheckAmmo
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* [cursorObject] call ace_reload_fnc_canCheckAmmo
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*
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* Public: No
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*/
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params ["_target", "_player"];
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params ["_target"];
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// Static weapons
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if (_target isKindOf "StaticWeapon") exitWith {
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// No check ammo action on destroyed static weapons
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if (!alive _target || {!([_player, _target] call EFUNC(interaction,canInteractWithVehicleCrew))}) exitWith {false};
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if (!alive _target) exitWith {false};
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if (currentMagazine _target != "") exitWith {true};
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