ACE3/addons/dragging/functions/fnc_canCarry.sqf
2016-01-28 23:05:55 -06:00

31 lines
1.2 KiB
Plaintext

/*
* Author: commy2
* Check if unit can carry the object. Doesn't check weight.
*
* Arguments:
* 0: Unit that should do the carrying <OBJECT>
* 1: Object to carry <OBJECT>
*
* Return Value:
* Can the unit carry the object? <BOOL>
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canCarry;
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
//#2644 - Units with injured legs cannot bear the extra weight of carrying an object
//The fireman carry animation does not slow down for injured legs, so you could carry and run
if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
// a static weapon has to be empty for dragging (ignore UAV AI)
if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false};
alive _target && {vehicle _target == _target} && {_target getVariable [QGVAR(canCarry), false]} && {animationState _target in ["", "unconscious"] || (_target getVariable ["ACE_isUnconscious", false]) || (_target isKindOf "CAManBase" && {(_target getHitPointDamage "HitLegs") > 0.4})}