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cb08a7c172
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
43 lines
1.3 KiB
Plaintext
43 lines
1.3 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2, Dystopian
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* Checks if unit can drag 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 dragging <OBJECT>
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* 1: Object to drag <OBJECT>
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*
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* Return Value:
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* Can the unit drag the object? <BOOL>
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_canDrag
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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(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
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if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Static weapons need to be empty for dragging (ignore UAV AI)
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if (_target isKindOf "StaticWeapon") exitWith {
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(crew _target) findIf {!unitIsUAV _x} == -1
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};
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// Units need to be unconscious or limping; Units also need to not be in ragdoll, as that causes desync issues
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if (_target isKindOf "CAManBase") exitWith {
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isAwake _target && // not ragdolled
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{lifeState _target == "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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