ACE3/addons/reloadlaunchers/functions/fnc_canLoad.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* Enable majority of actions underwater

* Remove log

* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)

* Don't perform kneel animations when repairing or medicaling underwater

* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)

* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define

* Remove left-over systemChat

* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
2017-08-22 13:30:56 -05:00

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/*
* Author: commy2
* Check of the unit can reload the launcher of target unit.
*
* Arguments:
* 0: Unit to do the reloading <OBJECT>
* 1: Unit eqipped with launcher <OBJECT>
* 2: weapon name <STRING>
* 3: missile name <STRING>
*
* Return Value:
* None
*
* Example:
* [bob, kevin, "weapon", "missile"] call ace_reloadlaunchers_fnc_canLoad
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target", "_weapon", "_magazine"];
TRACE_4("params",_unit,_target,_weapon,_magazine);
if (!alive _target) exitWith {false};
if (vehicle _target != _target) exitWith {false};
if !([_unit, _target, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// target is awake
if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
// has secondary weapon equipped
if !(_weapon in weapons _target) exitWith {false};
// check if the target really needs to be reloaded
if (count secondaryWeaponMagazine _target > 0) exitWith {false};
// check if the launcher is compatible
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled)) == 0) exitWith {false};
// check if the magazine compatible with targets launcher
_magazine in ([_unit, _weapon] call FUNC(getLoadableMissiles))