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cf8c847811
* Added check for crew status If a one or more passenger in a vehicle are conscious, not captive and hostile to the interacting unit, the interactions (passenger, cargo) will not appear. * Update fnc_canInteractWithVehicleCrew.sqf * Update fnc_canInteractWithVehicleCrew.sqf
51 lines
1.2 KiB
Plaintext
51 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Dystopian
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* Checks if Free Seats menu can be shown.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Unit <OBJECT>
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* 2: Args <ARRAY>
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*
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* Return Value:
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* Can show menu <BOOL>
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*
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* Example:
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* [cursorObject, player] call ace_quickmount_fnc_canShowFreeSeats
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*
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* Public: No
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*/
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params ["_vehicle", "_unit", "_args"];
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private _isInVehicle = _unit in _vehicle;
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GVAR(enabled)
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&& {
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GVAR(enableMenu) == 3
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|| {_isInVehicle && {GVAR(enableMenu) == 2}}
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|| {!_isInVehicle && {GVAR(enableMenu) == 1}}
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}
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&& {alive _vehicle}
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&& {2 > locked _vehicle}
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&& {isNull getConnectedUAVUnit _unit}
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&& {simulationEnabled _vehicle}
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&& {
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[_unit, _vehicle] call EFUNC(interaction,canInteractWithVehicleCrew)
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}
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&& {
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0.3 < vectorUp _vehicle select 2 // moveIn* and GetIn* don't work for flipped vehicles
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|| {_vehicle isKindOf "Air"} // except Air
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}
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&& {
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_isInVehicle
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|| {
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// because Get In action has its own statement
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// we have to cache subactions in args and reuse them in insertChildren code
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private _subActions = _this call FUNC(addFreeSeatsActions);
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_args set [0, _subActions];
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[] isNotEqualTo _subActions
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}
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}
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