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42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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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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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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