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ee0e947611
* Use `ace_common_fnc_isAwake` where possible * Revert bad change
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Check if the unit can load the target object into a vehicle.
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*
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* Arguments:
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* 0: Unit that wants to load a captive <OBJECT>
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* 1: A captive. objNull for the first escorted captive <OBJECT>
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* 2: Vehicle to load the captive into. objNull for the nearest vehicle <OBJECT>
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*
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* Return Value:
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* Can load captive <BOOL>
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*
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* Example:
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* [bob, tom, car] call ace_captives_fnc_canLoadCaptive
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*
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* Public: No
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*/
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params ["_unit", "_target", "_vehicle"];
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// Don't show "Load Captive" if unit is unconscious (already has "Load Patient")
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if !(_target call EFUNC(common,isAwake)) exitWith {false};
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if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
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//Looking at a vehicle while escorting, get target from attached objects:
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{
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if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
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_target = _x;
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};
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} forEach (attachedObjects _unit);
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};
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if (isNull _target || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
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if (isNull _vehicle) then {
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// Looking at a captive unit, get nearest vehicle with valid seat:
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_vehicle = ([_target, nil, true] call EFUNC(common,nearestVehiclesFreeSeat)) param [0, objNull];
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} else {
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// We have a vehicle picked, make sure it has empty seats:
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if (_vehicle emptyPositions "cargo" == 0 && {_vehicle emptyPositions "gunner" == 0}) then {
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_vehicle = objNull;
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};
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};
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!isNull _vehicle
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