/* * 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, car] call ACE_captives_fnc_canLoadCaptive * * Public: No */ #include "script_component.hpp" params ["_unit", "_target","_vehicle"]; if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then { //Looking at a vehicle while escorting, get target from attached objects: { if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith { _target = _x; }; } forEach (attachedObjects _unit); }; if ((isNull _target) || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false}; if (isNull _vehicle) then { //Looking at a captive unit, search for nearby vehicles with valid seats: { if ((_x emptyPositions "cargo") > 0) exitWith { _vehicle = _x; }; } forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]); } else { //We have a vehicle picked, make sure it has empty seats: if ((_vehicle emptyPositions "cargo") == 0) then { _vehicle = objNull; }; }; (!isNull _vehicle)