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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
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 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, get nearest vehicle with valid seat:
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_vehicle = (_target 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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