ACE3/addons/vehiclelock/functions/fnc_handleVehicleInitPost.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* 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
*/
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 {};
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)
private _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 CBA_fnc_waitAndExecute;