ACE3/addons/vehiclelock/functions/fnc_moduleSync.sqf
Dedmen Miller 0633b807fa Some Refactoring (#6607)
* SwitchUnits

* tacticalLadder

* vehiclelock

* vector

* Typo, thanks circleCI

* Fix stuff

* Fix animate loop
2018-10-09 20:21:46 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Function for sync module. Assigns keys for all synced vehicles to any players that are synced.
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [fromModule] call ACE_VehicleLock_fnc_moduleSync;
*
* Public: No
*/
if (!isServer) exitWith {};
params ["_logic", "_syncedObjects", "_activated"];
TRACE_3("params",_logic,_syncedObjects,_activated);
if !(_activated) exitWith {WARNING("Vehicle Lock Sync Module - placed but not active");};
[{
params ["_syncedObjects"];
private _listOfVehicles = _syncedObjects select {
(_x isKindOf "Car") || {(_x isKindOf "Tank") || {_x isKindOf "Helicopter"}}
};
if (_listOfVehicles isEqualTo []) exitWith { //Verbose error for mission makers (only shows on server)
["ACE_VehicleLock_fnc_moduleSync: no vehicles synced"] call BIS_fnc_error;
};
{
private _unit = _x;
if (_unit isKindOf "CAManBase") then {
{
[_unit, _x, true] call FUNC(addKeyForVehicle);
} forEach _listOfVehicles;
};
} forEach _syncedObjects;
//Wait to add keys until various gear assigns have finished (~5 seconds)
}, [_syncedObjects], 5, 1] call CBA_fnc_waitAndExecute;