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Move handle on carrier doors (#5498)
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@ -83,7 +83,7 @@ GVAR(isOpeningDoor) = false;
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call EFUNC(interaction,openDoor);
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true
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}, {
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//Probably don't want any condidtions here, so variable never gets locked down
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//Probably don't want any conditions here, so variable never gets locked down
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// Statement
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GVAR(isOpeningDoor) = false;
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true
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@ -31,7 +31,7 @@ if (_animations isEqualTo []) exitWith {};
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private _lockedVariable = format ["bis_disabled_%1", _door];
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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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private _lockedAnimation = format ["%1_locked_source", _door];
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TRACE_3("locked",_house,_lockedAnimation,isClass (configfile >> "CfgVehicles" >> (typeOf _house) >> "AnimationSources" >> _lockedAnimation));
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@ -41,6 +41,13 @@ if ((_house animationPhase (_animations select 0) <= 0) && {_house getVariable [
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};
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};
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// Add handle on carrier
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if (typeOf _house == "Land_Carrier_01_island_01_F") then {
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private _handle = format ["door_handle_%1_rot_1", (_animations select 0) select [5, 1]];
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TRACE_1("carrier handle",_handle);
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_animations pushBack _handle;
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};
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playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
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GVAR(doorTargetPhase) = _house animationPhase (_animations select 0);
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