ACE3/addons/explosives/functions/fnc_canDefuse.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

35 lines
946 B
Plaintext

#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
*
* Arguments:
* 0: Unit <OBJECT>
* 0: Target (ACE_DefuseObject) <OBJECT>
*
* Return Value:
* Able to defuse <BOOL>
*
* Example:
* if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
*
* Public: Yes
*/
params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
private _explosive = _target getVariable [QGVAR(Explosive), objNull];
if (isNull _explosive) exitWith {
deleteVehicle _target;
false
};
if (vehicle _unit != _unit || {!("ACE_DefusalKit" in (_unit call EFUNC(common,uniqueItems)))}) exitWith {false};
if (GVAR(RequireSpecialist) && {!([_unit] call EFUNC(Common,isEOD))}) exitWith {false};
//Handle the naval mines (which doens't get turned into items when defused):
if ((_explosive isKindOf "UnderwaterMine_Range_Ammo") && {!mineActive _explosive}) exitWith {false};
true