ACE3/addons/dragging/functions/fnc_canDrag.sqf
Grim 535662b883
Dragging - Add limping check to carrier and improve limping check for target unit (#9251)
* fix limping damage threshold

* add check for carrier not limping
2023-07-10 06:45:53 +03:00

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#include "script_component.hpp"
/*
* Author: commy2, Dystopian
* Check if unit can drag the object. Doesn't check weight.
*
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
*
* Return Value:
* Can the unit drag the object? <BOOL>
*
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canDrag
*
* Public: No
*/
params ["_unit", "_target"];
if !(alive _target && {_target getVariable [QGVAR(canDrag), false]} && {isNull objectParent _target}) exitWith {false};
if !([_unit, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Static weapons need to be empty for dragging (ignore UAV AI)
if (_target isKindOf "StaticWeapon") exitWith {
crew _target findIf {getText (configOf _x >> "simulation") != "UAVPilot"} == -1
};
// Units need to be unconscious or limping
if (_target isKindOf "CAManBase") exitWith {
lifeState _target isEqualTo "INCAPACITATED"
|| {_target getHitPointDamage "HitLegs" >= 0.5}
};
// Check max items for WeaponHolders
if (["WeaponHolder", "WeaponHolderSimulated"] findIf {_target isKindOf _x} != -1) exitWith {
(count (weaponCargo _target + magazineCargo _target + itemCargo _target)) <= MAX_DRAGGED_ITEMS
};
true // return