ACE3/addons/disarming/functions/fnc_canBeDisarmed.sqf
Dedmen Miller 81e02a7336 Refactor private ARRAY to private keyword (#5598)
* Everything

* Fixed missing ;

* Fix missing ; and double private

* Fixed cannot isNull on number

* Turn _temparture back to isNil

* Fix error from merge
2017-10-10 09:39:59 -05:00

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/*
* Author: PabstMirror
*
* Checks the conditions for being able to disarm a unit
*
* Arguments:
* 0: Target <OBJECT>
*
* Return Value:
* Can Be Disarmed <BOOL>
*
* Example:
* [cursorTarget] call ace_disarming_fnc_canBeDisarmed
*
* Public: No
*/
#include "script_component.hpp"
params ["_target"];
//Check animationState for putDown anim
//This ensures the unit doesn't have to actualy do any animation to drop something
//This should always be true for the 3 possible status effects that allow disarming
private _animationStateCfgMoves = getText (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _target) >> "actions");
if (_animationStateCfgMoves == "") exitWith { false };
private _putDownAnim = getText (configFile >> "CfgMovesBasic" >> "Actions" >> _animationStateCfgMoves >> "PutDown");
if (_putDownAnim != "") exitWith { false };
(alive _target) &&
{(abs (speed _target)) < 1} &&
{(vehicle _target) == _target} &&
{(_target getVariable ["ACE_isUnconscious", false]) ||
{_target getVariable [QEGVAR(captives,isHandcuffed), false]} ||
{_target getVariable [QEGVAR(captives,isSurrendering), false]}}