2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2015-04-28 05:08:28 +00:00
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/*
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* Author: PabstMirror
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2015-04-28 18:26:52 +00:00
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* For every lockable vehicle, sets the starting lock state to a sane value.
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2018-10-21 21:37:16 +00:00
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* Only run if the enabled via settings
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2015-04-28 05:08:28 +00:00
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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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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* [car] call ACE_VehicleLock_fnc_handleVehicleInitPost
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*
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* Public: No
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*/
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2015-08-04 03:11:45 +00:00
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params ["_vehicle"];
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2018-10-21 21:37:16 +00:00
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TRACE_1("handleVehicleInitPost",_vehicle);
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2015-08-04 03:11:45 +00:00
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2018-10-21 21:37:16 +00:00
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if (alive _vehicle) then {
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//set lock state (eliminates the ambigious 1-"Default" and 3-"Locked for Player" states)
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private _lock = switch (GVAR(VehicleStartingLockState)) do {
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case 0: {locked _vehicle in [2, 3]};
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case 1: {true};
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case 2: {false};
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};
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if ((_lock && {locked _vehicle != 2}) || {!_lock && {locked _vehicle != 0}}) then {
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TRACE_3("Setting Lock State",_lock,typeOf _vehicle,_vehicle);
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[QGVAR(SetVehicleLock), [_vehicle, _lock], [_vehicle]] call CBA_fnc_targetEvent;
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2015-04-28 05:08:28 +00:00
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};
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2018-10-21 21:37:16 +00:00
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};
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