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https://github.com/acemod/ACE3.git
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1b8c56f0be
* Add interaction to inventory holders * Add Take Weapon action * Add Drag/Carry actions * Fix menu position * Add Inventory action also to unconscious * Underwater: Fix menu position, disable gear action * Add dead body weapons carrying with workaround * Disable man gear action in water * Optimize position code * Fix macro using * Use macro and power * Restrict max dragged items count * Remove superfluous condition, Add Take action to all holders * Cleanup XEH * Remove weapon carry-drop workaround * code style changes * code style changes * brackets, isEqualTo, vehicle check * code style changes * brackets, isEqualTo, vehicle check --------- Co-authored-by: Salluci <salluci.lovi@gmail.com>
42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, Dystopian
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* Check if unit can drag the object. Doesn't check weight.
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*
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* Arguments:
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* 0: Unit that should do the dragging <OBJECT>
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* 1: Object to drag <OBJECT>
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*
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* Return Value:
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* Can the unit drag the object? <BOOL>
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_canDrag
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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if !(alive _target && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Static weapons need to be empty for dragging (ignore UAV AI)
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if (_target isKindOf "StaticWeapon") exitWith {
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crew _target findIf {getText (configOf _x >> "simulation") != "UAVPilot"} == -1
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};
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// Units need to be unconscious or be limping
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if (_target isKindOf "CAManBase") exitWith {
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lifeState _target isEqualTo "INCAPACITATED"
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|| {_target getHitPointDamage "HitLegs" > 0.4}
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};
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// Check max items for WeaponHolders
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if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
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(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
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};
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true // return
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