/* * Author: commy2 * Check 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 */ #include "script_component.hpp" params ["_unit", "_target"]; if !([_unit, _target, []] call EFUNC(common,canInteractWith)) 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(canDrag), false]} && {animationState _target in ["", "unconscious"] || (_target getVariable ["ACE_isUnconscious", false]) || (_target isKindOf "CAManBase" && {(_target getHitPointDamage "HitLegs") > 0.4})};