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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
31 lines
1.2 KiB
Plaintext
31 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Check if unit can carry the object. Doesn't check weight.
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*
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* Arguments:
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* 0: Unit that should do the carrying <OBJECT>
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* 1: Object to carry <OBJECT>
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*
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* Return Value:
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* Can the unit carry the object? <BOOL>
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*
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* Example:
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* [player, cursorTarget] call ace_dragging_fnc_canCarry;
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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//#2644 - Units with injured legs cannot bear the extra weight of carrying an object
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//The fireman carry animation does not slow down for injured legs, so you could carry and run
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if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
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// a static weapon has to be empty for dragging (ignore UAV AI)
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if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false};
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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})}
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