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45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
/*
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by Ghostrider
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\GMS\Compiles\Init\GMS_defines.hpp"
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private["_missionType","_wasRunover","_launcher","_legal"];
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params["_unit","_killer"];
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_legal = true;
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if (vehicle _killer == _killer) exitWith {true};
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// Player not in vehicle, no further checks needed.
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if (_killer == (driver (vehicle _killer))) then // If the killer is also the driver then the killer must have run the AI over
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{
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if(GMS_RunGear && {!((vehicle _killer) isKindOf "Air")}) then // assume aircraft are too fragile to kill AI by moving close to ground
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{
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[_unit] call GMS_fnc_removeAllAIgear;
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if (GMS_VK_RunoverDamage) then
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{//apply vehicle damage
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[vehicle _killer] call GMS_fnc_applyVehicleDamagePenalty;
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[_killer] call GMS_fnc_msgIED;
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};
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_legal = false;
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};
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} else {
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if ( GMS_VK_GunnerDamage ) then
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{
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if ((typeOf (vehicle _killer)) in GMS_forbidenVehicles || {(currentWeapon _killer) in GMS_forbidenVehicleGuns}) then
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{
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if (GMS_VK_Gear) then {[_unit] call GMS_fnc_removeAllAIgear;};
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[vehicle _killer] call GMS_fnc_applyVehicleDamagePenalty;
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[_killer] call GMS_fnc_msgIED;
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_legal = false;
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};
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};
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};
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_legal
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