ACE3/addons/vehiclelock/functions/fnc_handleVehicleInitPost.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#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 <OBJECT>
*
* 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;
};
};