/* * Author: commy2 * Check 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 */ #include "script_component.hpp" params ["_unit", "_target"]; 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}; // a static weapon has to be empty for dragging (ignore UAV AI) if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false}; alive _target && {vehicle _target == _target} && {_target getVariable [QGVAR(canCarry), false]} && {animationState _target in ["", "unconscious"] || (_target getVariable ["ACE_isUnconscious", false]) || (_target isKindOf "CAManBase" && {(_target getHitPointDamage "HitLegs") > 0.4})}