ACE3/addons/rearm/functions/fnc_canRearm.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

35 lines
1.0 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: GitHawk, Jonpas
* Check if a unit can rearm.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Unit <OBJECT>
*
* Return Value:
* Can Rearm <BOOL>
*
* Example:
* [tank, player] call ace_rearm_fnc_canRearm
*
* Public: No
*/
params ["_vehicle", "_unit"];
if (!alive _vehicle) exitWith {false};
if (GVAR(level) == 0 || {isNull _unit} || {!(_unit isKindOf "CAManBase")} || {!local _unit} || {_vehicle distance _unit > REARM_ACTION_DISTANCE} || {_vehicle getVariable [QGVAR(disabled), false]}) exitWith {false};
private _dummy = _unit getVariable [QGVAR(dummy), objNull];
if (isNull _dummy) exitwith {false};
private _magazineClass = _dummy getVariable QGVAR(magazineClass);
if (isNil "_magazineClass") exitWith {false};
private _needRearmMags = [_vehicle] call FUNC(getNeedRearmMagazines);
// Testing if vehicle needs rearm on any magazines of class _magazineClass
private _needsRearm = ({(_x select 0) isEqualTo _magazineClass} count _needRearmMags) > 0;
_needsRearm