/* * Author: Dystopian * Checks if unit can pull target body out of vehicle. * * Arguments: * 1: Body * 2: Unit * * Return Value: * Able to pull out target body * * Example: * [crew cursorObject select 0, player] call ace_interaction_fnc_canPullOutBody * * Public: No */ #include "script_component.hpp" params ["_body", "_unit"]; private _vehicle = objectParent _body; if ( !isNull objectParent _unit || {alive _body} || {isNull _vehicle} || {1 < locked _vehicle} || { 0 < {alive _x} count crew _vehicle // alive is in vehicle // group is used here for situations when side player == ENEMY && {0.6 > side group _unit getFriend side group _vehicle} // player is enemy } ) exitWith {false}; ((fullCrew [_vehicle, ""] select {_body == _x select 0}) select 0) params ["", "", "_cargoIndex", "_turretPath"]; private _locked = if (!(_turretPath isEqualTo [])) then { _vehicle lockedTurret _turretPath; } else { if (_cargoIndex > -1) then { _vehicle lockedCargo _cargoIndex; } else { lockedDriver _vehicle; }; }; !_locked