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https://github.com/acemod/ACE3.git
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e11e102a76
* 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
42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
/*
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* Author: commy2
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* Check of the unit can reload the launcher of target unit.
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*
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* Arguments:
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* 0: Unit to do the reloading <OBJECT>
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* 1: Unit eqipped with launcher <OBJECT>
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* 2: weapon name <STRING>
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* 3: missile name <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, kevin, "weapon", "missile"] call ace_reloadlaunchers_fnc_canLoad
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_target", "_weapon", "_magazine"];
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TRACE_4("params",_unit,_target,_weapon,_magazine);
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if (!alive _target) exitWith {false};
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if (vehicle _target != _target) exitWith {false};
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if !([_unit, _target, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// target is awake
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if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
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// has secondary weapon equipped
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if !(_weapon in weapons _target) exitWith {false};
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// check if the target really needs to be reloaded
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if (count secondaryWeaponMagazine _target > 0) exitWith {false};
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// check if the launcher is compatible
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled)) == 0) exitWith {false};
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// check if the magazine compatible with targets launcher
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_magazine in ([_unit, _weapon] call FUNC(getLoadableMissiles))
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