ACE3/addons/common/functions/fnc_isEOD.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

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* nightvision

* nlaw

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* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

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* reload

* reloadlaunchers

* repair

* respawn

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* switchunits

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* 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

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#include "script_component.hpp"
/*
* Author: Garth de Wet (LH)
* Checks whether the passed unit is an explosive specialist.
* Either through config entry: "canDeactivateMines"
* or
* unit setVariable ["ACE_isEOD", true]
*
* Arguments:
* 0: Unit to check if is a specialist <OBJECT>
*
* Return Value:
* is the unit an EOD <BOOL>
*
* Example:
* isSpecialist = [player] call FUNC(isEOD);
*
* Public: Yes
*/
params ["_unit"];
_unit getVariable ["ACE_isEOD", _unit getUnitTrait "explosiveSpecialist"] // return