#include "..\script_component.hpp" /* * Author: commy2, Dystopian * Checks if unit can carry the object. Doesn't check weight. * * Arguments: * 0: Unit that should do the carrying * 1: Object to carry * * Return Value: * Can the unit carry the object? * * Example: * [player, cursorTarget] call ace_dragging_fnc_canCarry * * Public: No */ params ["_unit", "_target"]; if !(alive _target && {_target getVariable [QGVAR(canCarry), false]} && {isNull objectParent _target}) exitWith {false}; if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false}; // #2644 - Units with injured legs cannot bear the extra weight of carrying an object // The fireman carry animation does not slow down for injured legs, so you could carry and run if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false}; // Static weapons need to be empty for carrying (ignore UAV AI) if (_target isKindOf "StaticWeapon") exitWith { (crew _target) findIf {!unitIsUAV _x} == -1 }; // Units need to be unconscious or limping; Units also need to not be in ragdoll, as that causes desync issues if (_target isKindOf "CAManBase") exitWith { isAwake _target && // not ragdolled {lifeState _target == "INCAPACITATED" || {_target getHitPointDamage "HitLegs" >= 0.5}} }; // Check max items for WeaponHolders if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith { (count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS }; true // return