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535662b883
* fix limping damage threshold * add check for carrier not limping
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, Dystopian
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* Check if unit can carry the object. Doesn't check weight.
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*
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* Arguments:
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* 0: Unit that should do the carrying <OBJECT>
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* 1: Object to carry <OBJECT>
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*
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* Return Value:
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* Can the unit carry the object? <BOOL>
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_canCarry
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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if !(alive _target && {_target getVariable [QGVAR(canCarry), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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//#2644 - Units with injured legs cannot bear the extra weight of carrying an object
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//The fireman carry animation does not slow down for injured legs, so you could carry and run
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if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
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// Static weapons need to be empty for carrying (ignore UAV AI)
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if (_target isKindOf "StaticWeapon") exitWith {
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crew _target findIf {getText (configOf _x >> "simulation") != "UAVPilot"} == -1
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};
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// Units need to be unconscious or limping
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if (_target isKindOf "CAManBase") exitWith {
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lifeState _target isEqualTo "INCAPACITATED"
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|| {_target getHitPointDamage "HitLegs" >= 0.5}
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};
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// Check max items for WeaponHolders
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if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
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(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
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};
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true // return
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