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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
22 lines
634 B
Plaintext
22 lines
634 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Called from config. Returns true if the player is a gunner and the players current vehicle has a FCS.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Boolean <BOOL>
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*
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* Example:
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* [] call ace_fcs_fnc_canUseFCS
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*
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* Public: No
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*/
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getNumber ([configFile >> "CfgVehicles" >> typeOf vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex)] call EFUNC(common,getTurretConfigPath) >> QGVAR(Enabled)) == 1
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&& {cameraView == "GUNNER"}
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&& {!([ACE_player] call CBA_fnc_canUseWeapon)} //Not Turned Out
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&& {cameraOn != (getConnectedUAV ACE_player)} //Not Controlling a UAV
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