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Interaction - Fix opening locked doors for GM buildings (#9154)
* Interaction - Fix opening locked doors for GM buildings Fix #9143 * Update addons/interaction/functions/fnc_openDoor.sqf
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@ -34,9 +34,14 @@ _getDoorAnimations params ["_animations"];
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if (_animations isEqualTo []) exitWith {};
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if (_animations isEqualTo []) exitWith {};
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private _lockedVariable = format ["bis_disabled_%1", _door];
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private _lockedVariable = format ["bis_disabled_%1", _door];
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private _lockedVariableAlt = _lockedVariable; // GM Buildings may have door names like door_01 but locking expects door_1
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if ((count _door == 7) && {(_door select [0, 6]) == "door_0"}) then {
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_lockedVariableAlt = format ["bis_disabled_door_%1", _door select [6, 1]]; // stip off the leading zero then check both vars
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};
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// Check if the door can be locked aka have locked variable, otherwhise cant lock it
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// Check if the door can be locked aka have locked variable, otherwhise cant lock it
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if ((_house animationPhase (_animations select 0) <= 0) && {_house getVariable [_lockedVariable, 0] == 1}) exitWith {
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if ((_house animationPhase (_animations select 0) <= 0) &&
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{(_house getVariable [_lockedVariable, 0] == 1) || {_house getVariable [_lockedVariableAlt, 0] == 1}}) exitWith {
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private _lockedAnimation = format ["%1_locked_source", _door];
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private _lockedAnimation = format ["%1_locked_source", _door];
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TRACE_3("locked",_house,_lockedAnimation,isClass (configOf _house >> "AnimationSources" >> _lockedAnimation));
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TRACE_3("locked",_house,_lockedAnimation,isClass (configOf _house >> "AnimationSources" >> _lockedAnimation));
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if (isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)) then {
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if (isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)) then {
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