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48 lines
1.4 KiB
Plaintext
48 lines
1.4 KiB
Plaintext
/*
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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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* Handeled <BOOL>
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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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#include "script_component.hpp"
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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 {false};
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private "_handeled";
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_handeled = false;
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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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//don't open the vehicles inventory
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_handeled = true;
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// As of 1.54 the action needs to be delayed a frame to work, which used not to be the case
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[{
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TRACE_1("delaying a frame", ace_player);
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//Just opens a dummy groundContainer (so the player can still see their own inventory)
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ACE_player action ["Gear", objNull];
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}, []] call EFUNC(common,execNextFrame);
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};
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_handeled
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