ACE3/addons/vehiclelock/functions/fnc_moduleInit.sqf

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/*
* Author: PabstMirror
* Function for setup module. Sets default lockpick strength and default lock state.
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [fromModule] call ACE_VehicleLock_fnc_hasKeyForVehicle;
*
* Public: No
*/
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#include "script_component.hpp"
private ["_sideKeysAssignment", "_setLockState", "_lock"];
PARAMS_3(_logic,_syncedUnits,_activated);
if (!_activated) exitWith {WARNING("Vehicle Lock Init Module - placed but not active");};
if (!isServer) exitWith {};
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//Set the GVAR for default lockpick strength
[_logic, QGVAR(DefaultLockpickStrength), "DefaultLockpickStrength"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(LockVehicleInventory), "LockVehicleInventory"] call EFUNC(common,readSettingFromModule);
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_setLockState = _logic getVariable["SetLockState", 0];
[{
PARAMS_1(_setLockState);
{
if ((_x isKindOf "Car") || {_x isKindOf "Tank"} || {_x isKindOf "Helicopter"}) then {
//set lock state (eliminates the ambigious 1-"Default" and 3-"Locked for Player" states)
_lock = switch (_setLockState) do {
case (0): {(locked _x) in [2, 3]};
case (1):{true};
case (2):{false};
};
if (((_lock) && {(locked _x) != 2}) || {(!_lock) && {(locked _x) != 0}}) then {
TRACE_3("Setting Lock State", _lock, (typeOf _x), _x);
["VehicleLock_SetVehicleLock", [_x], [_x, _lock]] call EFUNC(common,targetEvent);
};
};
} forEach vehicles;
//Delay call until mission start (so everyone has the eventHandler's installed)
}, [_setLockState], 0.25, 0.25] call EFUNC(common,waitAndExecute);