#include "script_component.hpp" /* * Author: PabstMirror * For every lockable vehicle, sets the starting lock state to a sane value. * Only run if the enabled via settings * * Arguments: * 0: Vehicle * * Return Value: * None * * Example: * [car] call ACE_VehicleLock_fnc_handleVehicleInitPost * * Public: No */ params ["_vehicle"]; TRACE_1("handleVehicleInitPost",_vehicle); if (alive _vehicle) then { //set lock state (eliminates the ambigious 1-"Default" and 3-"Locked for Player" states) private _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); [QGVAR(SetVehicleLock), [_vehicle, _lock], [_vehicle]] call CBA_fnc_targetEvent; }; };