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Merge pull request #1976 from oiad/patch-7
Only allow lock removal if door is unlocked
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@@ -13,7 +13,7 @@ private ["_canPickLight","_text","_unlock","_lock","_totalKeys","_temp_keys","_t
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"_isModular","_isModularDoor","_isHouse","_isGateOperational","_isGateLockable","_isFence","_isLockableGate","_isUnlocked","_isOpen","_isClosed","_ownerArray","_ownerBuildLock",
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"_ownerPID","_speed","_dog","_vehicle","_inVehicle","_cursorTarget","_primaryWeapon","_currentWeapon","_magazinesPlayer","_onLadder","_canDo",
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"_nearLight","_vehicleOwnerID","_hasHotwireKit","_isPZombie","_dogHandle","_allowedDistance","_id","_upgrade","_weaponsPlayer","_hasCrowbar",
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"_allowed","_hasAccess","_uid","_myCharID","_isLocked"];
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"_allowed","_hasAccess","_uid","_myCharID","_isLocked","_isDoorUnlocked"];
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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@@ -846,7 +846,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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s_player_downgrade_build = -1;
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};
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};
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if (s_player_downgrade_build < 0) then {
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_isDoorUnlocked = (((_cursorTarget animationPhase "Open_door" == 0) && (_cursorTarget animationPhase "Open_hinge" == 1)) || ((_cursorTarget animationPhase "Open_door" == 0) && (_cursorTarget animationPhase "Open_latch" == 1)));
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if (s_player_downgrade_build < 0 && _isDoorUnlocked) then {
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_hasAccess = [player, _cursorTarget] call FNC_check_access;
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if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
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s_player_lastTarget set [1,_cursorTarget];
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