ACE3/addons/captives/functions/fnc_canUnloadCaptive.sqf
jonpas a48db26996 Fix Load Patient/Captive actions (#5544)
* 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
2017-09-27 15:41:05 -05:00

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/*
* Author: commy2
* Check if the unit can unload a captive from the vehicle.
*
* Arguments:
* 0: Unit that wants to unload a captive (player) <OBJECT>
* 1: A captive loaded in a vehicle <OBJECT>
*
* Return Value:
* The return value <BOOL>
*
* Example:
* [player, bob] call ACE_captives_fnc_canUnloadCaptive;
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_unit"];
// Don't show "Unload Captive" if unit is unconscious (already has "Unload Patient")
(vehicle _unit != _unit) && {vehicle _player == _player} && {_unit getVariable [QGVAR(isHandcuffed), false]} && {!(_unit getVariable ["ACE_isUnconscious", false])}