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39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
/*
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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 (may be null) <OBJECT>
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* 2: Vehicle to load the captive into. ObjNull for the nearest vehicle (may be null) <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_canLoadCaptive
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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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private ["_objects"];
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params ["_unit", "_target","_vehicle"];
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if (isNull _target) then {
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_objects = attachedObjects _unit;
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_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
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if ((count _objects) > 0) then {_target = _objects select 0;};
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};
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if (isNull _vehicle) then {
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_objects = nearestObjects [_unit, ["Car", "Tank", "Helicopter", "Plane", "Ship"], 10];
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if ((count _objects) > 0) then {_vehicle = _objects select 0;};
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};
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(!isNull _target)
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&& {!isNull _vehicle}
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&& {_unit getVariable [QGVAR(isEscorting), false]}
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&& {_target getVariable [QGVAR(isHandcuffed), false]}
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&& {_vehicle emptyPositions "cargo" > 0}
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