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0633b807fa
* SwitchUnits * tacticalLadder * vehiclelock * vector * Typo, thanks circleCI * Fix stuff * Fix animate loop
48 lines
1.4 KiB
Plaintext
48 lines
1.4 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Handles the inventory opening.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Container <OBJECT>
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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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* [player, car] call ACE_VehicleLock_fnc_onOpenInventory;
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*
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* Public: No
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*/
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params ["_unit", "_container"];
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TRACE_2("params",_unit,_container);
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//Only check for player:
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if (_unit != ACE_player) exitWith {};
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if (GVAR(LockVehicleInventory) && //if setting not enabled
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{(vehicle ACE_player) == ACE_player} && //Player dismounted
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{(_container isKindOf "Car") || {(_container isKindOf "Tank") || {_container isKindOf "Helicopter"}}} && //container is a lockable veh
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{(locked _container) in [2,3]} && //Vehicle is locked
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{!([ACE_player, _container] call FUNC(hasKeyForVehicle))} //player doesn't have key
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) then {
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//Give feedback that vehicle is locked
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playSound "ACE_Sound_Click";
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//For compatibiltiy with ACRE, wait until the display is open, close it and then reopen the player's own inventory
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//ref: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/70
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[{
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!isNull (findDisplay 602)
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},
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{
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TRACE_1("car display open: closing", _this);
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(findDisplay 602) closeDisplay 0;
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[{
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TRACE_1("Opening Player Inventory", _this);
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ACE_player action ["Gear", objNull];
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}, []] call CBA_fnc_execNextFrame;
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}, []] call CBA_fnc_waitUntilAndExecute;
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};
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