ACE3/addons/captives/functions/fnc_canLoadCaptive.sqf
BaerMitUmlaut ad75c7c9b8
Common / Medical - Fix loading patients into turret only seats (#7980)
* Fix loading patients into turret only seats

* Fix cargo logic, adjust function for captives (#8000)

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2020-11-15 12:57:27 -06:00

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#include "script_component.hpp"
/*
* Author: commy2
* Check if the unit can load the target object into a vehicle.
*
* Arguments:
* 0: Unit that wants to load a captive <OBJECT>
* 1: A captive. objNull for the first escorted captive <OBJECT>
* 2: Vehicle to load the captive into. objNull for the nearest vehicle <OBJECT>
*
* Return Value:
* Can load captive <BOOL>
*
* Example:
* [bob, tom, car] call ace_captives_fnc_canLoadCaptive
*
* Public: No
*/
params ["_unit", "_target", "_vehicle"];
// Don't show "Load Captive" if unit is unconscious (already has "Load Patient")
if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
if ((isNull _target) && {_unit getVariable [QGVAR(isEscorting), false]}) then {
//Looking at a vehicle while escorting, get target from attached objects:
{
if (_x getVariable [QGVAR(isHandcuffed), false]) exitWith {
_target = _x;
};
} forEach (attachedObjects _unit);
};
if (isNull _target || {(vehicle _target) != _target} || {!(_target getVariable [QGVAR(isHandcuffed), false])}) exitWith {false};
if (isNull _vehicle) then {
// Looking at a captive unit, get nearest vehicle with valid seat:
_vehicle = ([_target, nil, true] call EFUNC(common,nearestVehiclesFreeSeat)) param [0, objNull];
} else {
// We have a vehicle picked, make sure it has empty seats:
if (_vehicle emptyPositions "cargo" == 0 && {_vehicle emptyPositions "gunner" == 0}) then {
_vehicle = objNull;
};
};
!isNull _vehicle