/* * Author: commy2 * Check if the unit can load the target object into a vehicle. * * Arguments: * 0: Unit that wants to load a captive * 1: A captive. ObjNull for the first escorted captive (may be null) * 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (may be null) * * Return Value: * The return value * * Example: * [player, bob] call ACE_captives_fnc_canLoadCaptive * * Public: No */ #include "script_component.hpp" private ["_objects"]; params ["_unit", "_target","_vehicle"]; if (isNull _target) then { _objects = attachedObjects _unit; _objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter); if ((count _objects) > 0) then {_target = _objects select 0;}; }; if (isNull _vehicle) then { _objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship_F"], 10]; if ((count _objects) > 0) then {_vehicle = _objects select 0;}; }; (!isNull _target) && {!isNull _vehicle} && {_unit getVariable [QGVAR(isEscorting), false]} && {_target getVariable [QGVAR(isHandcuffed), false]} && {_vehicle emptyPositions "cargo" > 0}