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