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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
23 lines
655 B
Plaintext
23 lines
655 B
Plaintext
/*
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* Author: commy2
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* Check if the unit can unload a captive from the vehicle.
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*
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* Arguments:
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* 0: Unit that wants to unload a captive (player) <OBJECT>
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* 1: A captive loaded in a vehicle <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] call ACE_captives_fnc_canUnloadCaptive;
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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 ["_player", "_unit"];
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// Don't show "Unload Captive" if unit is unconscious (already has "Unload Patient")
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(vehicle _unit != _unit) && {vehicle _player == _player} && {_unit getVariable [QGVAR(isHandcuffed), false]} && {!(_unit getVariable ["ACE_isUnconscious", false])}
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