/* * Author: PabstMirror * For every lockable vehicle, sets the starting lock state to a sane value. * Only run if the InitModule is placed. * * Arguments: * 0: Vehicle * * Return Value: * None * * Example: * [car] call ACE_VehicleLock_fnc_handleVehicleInitPost * * Public: No */ #include "script_component.hpp" PARAMS_1(_vehicle); if (!isServer) exitWith {}; [{ //If the module wasn't placed, just exit (needs to be in wait because objectInitEH is before moduleInit) if (GVAR(VehicleStartingLockState) == -1) exitWith {}; private ["_lock"]; PARAMS_1(_vehicle); if ((_vehicle isKindOf "Car") || {_vehicle isKindOf "Tank"} || {_vehicle isKindOf "Helicopter"}) then { //set lock state (eliminates the ambigious 1-"Default" and 3-"Locked for Player" states) _lock = switch (GVAR(VehicleStartingLockState)) do { case (0): {(locked _vehicle) in [2, 3]}; case (1):{true}; case (2):{false}; }; if (((_lock) && {(locked _vehicle) != 2}) || {(!_lock) && {(locked _vehicle) != 0}}) then { TRACE_3("Setting Lock State",_lock,(typeOf _vehicle),_vehicle); ["VehicleLock_SetVehicleLock", [_vehicle], [_vehicle, _lock]] call EFUNC(common,targetEvent); }; }; //Delay call until mission start (so everyone has the eventHandler's installed) }, [_vehicle], 0.25, 0.25] call EFUNC(common,waitAndExecute);