ACE3/addons/fortify/functions/fnc_canFortify.sqf
jonpas 6ca9d59443
Merge ACEX (#8415)
* Merge ACEX - first attempt
Backwards compatibility with XGVAR set of macros used on all settings and config entries
Public API functions not taken into account yet, many other things probably still missed

* Resolve issues

* Switch to addSetting, backward compatible CfgPatches, missed XGVAR.

* Remove unnecessary backwards compat

* Convert ACEX Categorised settings to initSettings / Fix Intel items magazine

* Apply suggestions from code review

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Remove maintainers from merged ACEX components

* Cleanup unused module and faction classes

* Sitting - Add more object configs by @Dystopian
https://github.com/acemod/ACEX/pull/255

* Translations - Add Japanese by @classicarma
https://github.com/acemod/ACEX/pull/259

* Kill Tracker - Add killtracker.inc public include file by @Freddo3000"
https://github.com/acemod/ACEX/pull/251

* Add ACEX authors and sort authors file

* acex - final tweaks (#8513)

* acex - handle old funcs

* replace thirst/hunger setvars to acex naming

fix macro

Revert "fix macro"

This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad.

Revert "replace thirst/hunger setvars to acex naming"

This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868.

x

Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 10:46:43 -05:00

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#include "script_component.hpp"
/*
* Author: Kingsley
* Checks whether the given player can fortify.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Cost <NUMBER> (default: 0)
*
* Return Value:
* Can Fortify <BOOL>
*
* Example:
* [player] call ace_fortify_fnc_canFortify
*
* Public: Yes
*/
params ["_player", ["_cost", 0]];
(missionNamespace getVariable [QGVAR(fortifyAllowed), true]) &&
{"ACE_Fortify" in (_player call EFUNC(common,uniqueItems))} &&
{
private _budget = [side group _player] call FUNC(getBudget);
((_budget == -1) || {_budget >= _cost})
} && {
private _inArea = GVAR(locations) isEqualTo [];
{
if (_player inArea _x) exitWith {_inArea = true};
} forEach GVAR(locations);
_inArea
}