ACE3/addons/captives/functions/fnc_canBlindfoldCaptive.sqf
Fabio Schick b4c72d8255
Captives - Allow disarming and blindfolding captives in vehicles (#9463)
* Can disarm captives in vehicles

* Can blindfold captives in vehicles

* Fix dropping goggles/blindfold into large vehicles

* Apply suggestions from code review

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2023-10-09 14:58:49 -03:00

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#include "..\script_component.hpp"
/*
* Author: mrschick
* Checks if caller can blindfold the captive.
*
* Arguments:
* 0: Caller (player) <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Can blindfold <BOOL>
*
* Example:
* [player, cursorTarget] call ace_captives_fnc_canBlindfoldCaptive
*
* Public: No
*/
params ["_unit", "_target"];
// Alive, handcuffed, not being escorted, caller has a blindfold in their inventory and target isn't already wearing a blindfold
(_target getVariable [QGVAR(isHandcuffed), false]) &&
{isNull (attachedTo _target)} &&
{alive _target} &&
{(GVAR(blindfolds) findAny (_unit call EFUNC(common,uniqueItems))) != -1} &&
{!((goggles _target) in GVAR(blindfolds))}