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a48db26996
* Disable (un)load patient action if unit is dead but was uncoscious before * Remove handcuffs on death (prevents stand-up ragoll restart), Don't show load patient and captive at the same time * Only allow unloading from outside - fix #5525 as discussed * Also prevent unloading captives from inside * Add debug logging
50 lines
1.6 KiB
Plaintext
50 lines
1.6 KiB
Plaintext
/*
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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 (may be null) <OBJECT>
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* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (may be null) <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [player, bob, car] call ACE_captives_fnc_canLoadCaptive
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*
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* Public: No
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*/
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#include "script_component.hpp"
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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 getVariable ["ACE_isUnconscious", false]) 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, search for nearby vehicles with valid seats:
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{
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if ((_x emptyPositions "cargo") > 0) exitWith {
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_vehicle = _x;
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};
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} forEach (nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10]);
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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) 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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