#include "script_component.hpp" /* * Author: commy2 * Unit claims the ownership over an object. This is used to prevent multiple players from draging the same ammo box or using up the same wheel when repairing etc. * * Arguments: * 0: Unit that claims another object. ObjNull to remove claim. * 1: The object that gets claimed. * 2: Lock the claimed object aswell? (optional: false) * * Return Value: * None * * Example: * [bob, flag, true] call ace_common_fnc_claim * * Public: No */ params ["_unit", "_target", ["_lockTarget", false]]; private _owner = _target getVariable [QGVAR(owner), objNull]; if (!isNull _owner && {!isNull _unit} && {_unit != _owner}) then { ERROR("Claiming already owned object."); }; // transfer this immediately _target setVariable [QGVAR(owner), _unit, true]; // lock target object if (_lockTarget) then { private _canBeDisassembled = ([] isNotEqualTo getArray (configOf _target >> "assembleInfo" >> "dissasembleTo")) && { !([false, true] select (_target getVariable [QEGVAR(csw,assemblyMode), 0])) }; if (!isNull _unit) then { [QGVAR(lockVehicle), _target, _target] call CBA_fnc_targetEvent; if (_canBeDisassembled) then { _target enableWeaponDisassembly false; }; } else { [QGVAR(unlockVehicle), _target, _target] call CBA_fnc_targetEvent; if (_canBeDisassembled) then { _target enableWeaponDisassembly true; }; }; }; /* systemChat str locked _target; systemChat str (_target getVariable [QGVAR(lockStatus), locked _target]); */