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75f7ed7532
* Utilize isNotEqualTo * undo changes to some files * redo some changes, fix based on @Vdauphin 's comment * fix validator issues Co-authored-by: PabstMirror <pabstmirror@gmail.com>
51 lines
1.6 KiB
Plaintext
51 lines
1.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2
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* Unit claims the ownership over an object. This is used to prevent multiple players from draging the same ammo box or using up the same wheel when repairing etc.
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*
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* Arguments:
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* 0: Unit that claims another object. ObjNull to remove claim. <OBJECT>
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* 1: The object that gets claimed. <OBJECT>
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* 2: Lock the claimed object aswell? (optional: false) <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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* [bob, flag, true] call ace_common_fnc_claim
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*
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* Public: No
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*/
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params ["_unit", "_target", ["_lockTarget", false]];
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private _owner = _target getVariable [QGVAR(owner), objNull];
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if (!isNull _owner && {!isNull _unit} && {_unit != _owner}) then {
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ERROR("Claiming already owned object.");
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};
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// transfer this immediately
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_target setVariable [QGVAR(owner), _unit, true];
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// lock target object
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if (_lockTarget) then {
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private _canBeDisassembled = ([] isNotEqualTo getArray (configOf _target >> "assembleInfo" >> "dissasembleTo")) && { !([false, true] select (_target getVariable [QEGVAR(csw,assemblyMode), 0])) };
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if (!isNull _unit) then {
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[QGVAR(lockVehicle), _target, _target] call CBA_fnc_targetEvent;
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if (_canBeDisassembled) then {
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_target enableWeaponDisassembly false;
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};
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} else {
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[QGVAR(unlockVehicle), _target, _target] call CBA_fnc_targetEvent;
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if (_canBeDisassembled) then {
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_target enableWeaponDisassembly true;
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};
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};
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};
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/*
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systemChat str locked _target;
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systemChat str (_target getVariable [QGVAR(lockStatus), locked _target]);
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*/
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