ACE3/addons/vehiclelock/functions/fnc_handleVehicleInitPost.sqf
2016-05-24 19:37:24 -05:00

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/*
* Author: PabstMirror
* For every lockable vehicle, sets the starting lock state to a sane value.
* Only run if the InitModule is placed.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [car] call ACE_VehicleLock_fnc_handleVehicleInitPost
*
* Public: No
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_vehicle"];
TRACE_1("params",_vehicle);
[{
//If the module wasn't placed, just exit (needs to be in wait because objectInitEH is before moduleInit)
if (GVAR(VehicleStartingLockState) == -1) exitWith {};
private ["_lock"];
params ["_vehicle"];
if ((_vehicle isKindOf "Car") || {_vehicle isKindOf "Tank"} || {_vehicle isKindOf "Helicopter"}) then {
//set lock state (eliminates the ambigious 1-"Default" and 3-"Locked for Player" states)
_lock = switch (GVAR(VehicleStartingLockState)) do {
case (0): { (locked _vehicle) in [2, 3] };
case (1): { true };
case (2): { false };
};
if ((_lock && {(locked _vehicle) != 2}) || {!_lock && {(locked _vehicle) != 0}}) then {
TRACE_3("Setting Lock State",_lock,(typeOf _vehicle),_vehicle);
[QGVAR(SetVehicleLock), [_vehicle, _lock], [_vehicle]] call CBA_fnc_targetEvent;
};
};
//Delay call until mission start (so everyone has the eventHandler's installed)
}, [_vehicle], 0.25] call EFUNC(common,waitAndExecute);