ACE3/addons/vehiclelock/functions/fnc_onOpenInventory.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

49 lines
1.4 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: PabstMirror
* Handles the inventory opening.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Container <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, car] call ACE_VehicleLock_fnc_onOpenInventory;
*
* Public: No
*/
params ["_unit", "_container"];
TRACE_2("params",_unit,_container);
//Only check for player:
if (_unit != ace_player) exitWith {};
if (GVAR(LockVehicleInventory) && //if setting not enabled
{(vehicle ace_player) == ace_player} && //Player dismounted
{(_container isKindOf "Car") || (_container isKindOf "Tank") || (_container isKindOf "Helicopter")} && //container is a lockable veh
{(locked _container) in [2,3]} && //Vehicle is locked
{!([ace_player, _container] call FUNC(hasKeyForVehicle))} //player doesn't have key
) then {
//Give feedback that vehicle is locked
playSound "ACE_Sound_Click";
//For compatibiltiy with ACRE, wait until the display is open, close it and then reopen the player's own inventory
//ref: http://gitlab.idi-systems.com/idi-systems/acre2-public/issues/70
[{
!isNull (findDisplay 602)
},
{
TRACE_1("car display open: closing", _this);
(findDisplay 602) closeDisplay 0;
[{
TRACE_1("Opening Player Inventory", _this);
ACE_player action ["Gear", objNull]
}, []] call CBA_fnc_execNextFrame;
},
[]] call CBA_fnc_waitUntilAndExecute;
};