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b4c72d8255
* 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>
35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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*
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* Checks the conditions for being able to disarm a unit
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*
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* Arguments:
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* 0: Target <OBJECT>
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*
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* Return Value:
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* Can Be Disarmed <BOOL>
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*
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* Example:
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* [cursorTarget] call ace_disarming_fnc_canBeDisarmed
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*
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* Public: No
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*/
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params ["_target"];
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//Check animationState for putDown anim
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//This ensures the unit doesn't have to actualy do any animation to drop something
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//This should always be true for the 3 possible status effects that allow disarming
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private _animationStateCfgMoves = getText (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState _target) >> "actions");
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if (_animationStateCfgMoves == "") exitWith { false };
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private _putDownAnim = getText (configFile >> "CfgMovesBasic" >> "Actions" >> _animationStateCfgMoves >> "PutDown");
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if (_putDownAnim != "") exitWith { false };
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(alive _target) &&
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{(abs (speed _target)) < 1} &&
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{(_target getVariable ["ACE_isUnconscious", false]) ||
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{_target getVariable [QEGVAR(captives,isHandcuffed), false]} ||
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{_target getVariable [QEGVAR(captives,isSurrendering), false]}}
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