#include "..\script_component.hpp" /* * Author: commy2, Dystopian * Checks if unit can drag the object. Doesn't check weight. * * Arguments: * 0: Unit that should do the dragging * 1: Object to drag * * Return Value: * Can the unit drag the object? * * Example: * [player, cursorTarget] call ace_dragging_fnc_canDrag * * Public: No */ params ["_unit", "_target"]; private _alive = alive _target; private _isPerson = _target isKindOf "CAManBase"; if !((_alive || _isPerson) && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false}; if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Units need to be unconscious or limping; Units also need to not be in ragdoll if alive, as that causes desync issues if (_isPerson) exitWith { !_alive || {(isAwake _target) && // not ragdolled if alive {!(lifeState _target in ["HEALTHY", "INJURED"]) || {_target getHitPointDamage "HitLegs" >= 0.5}}} }; // Static weapons need to be empty for dragging (ignore UAV AI) if (_target isKindOf "StaticWeapon") exitWith { (crew _target) findIf {!unitIsUAV _x} == -1 }; // 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