/* * Author: commy2 * Check of the unit can reload the launcher of target unit. * * Arguments: * 0: Unit to do the reloading * 1: Unit eqipped with launcher * 2: weapon name * 3: missile name * * Return Value: * None * * Example: * [bob, kevin, "weapon", "missile"] call ace_reloadlaunchers_fnc_canLoad * * Public: No */ #include "script_component.hpp" params ["_unit", "_target", "_weapon", "_magazine"]; TRACE_4("params",_unit,_target,_weapon,_magazine); if (!alive _target) exitWith {false}; if (vehicle _target != _target) exitWith {false}; if !([_unit, _target, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; // target is awake if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false}; // has secondary weapon equipped if !(_weapon in weapons _target) exitWith {false}; // check if the target really needs to be reloaded if (count secondaryWeaponMagazine _target > 0) exitWith {false}; // check if the launcher is compatible if (getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled)) == 0) exitWith {false}; // check if the magazine compatible with targets launcher _magazine in ([_unit, _weapon] call FUNC(getLoadableMissiles))