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