unified lockable storage code

This commit is contained in:
[VB]AWOL
2013-08-23 11:45:44 -05:00
parent ee72951073
commit 46425fa203
3 changed files with 33 additions and 24 deletions

View File

@@ -3,19 +3,22 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking"];
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear"];
if(TradeInprogress) exitWith { cutText ["Lock already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_obj = _this;
_lockedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "lockedClass");
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
// Silently exit if object no longer exists
if(isNull _obj) exitWith { TradeInprogress = false; };
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock vault while another player is nearby." , "PLAIN DOWN"]; };
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock while another player is nearby." , "PLAIN DOWN"]; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
@@ -25,11 +28,11 @@ player playActionNow "Medic";
player removeAction s_player_lockvault;
s_player_lockvault = 1;
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["You cannot lock this Safe, you do not know the combination", "PLAIN DOWN"]; };
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText [format["You cannot lock this %1, you do not know the combination.",_text], "PLAIN DOWN"]; };
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText ["That Safe is already being locked." , "PLAIN DOWN"]};
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_lockvault = -1; cutText [format["That %1 is already being locked.",_text], "PLAIN DOWN"]};
_obj setVariable["packing",1];
@@ -46,7 +49,7 @@ if(!isNull _obj) then {
publicVariableServer "dayzUpdateVehicle";
//place tent (local)
_holder = createVehicle ["VaultStorageLocked",_pos,[], 0, "CAN_COLLIDE"];
_holder = createVehicle [_lockedClass,_pos,[], 0, "CAN_COLLIDE"];
_holder setdir _dir;
_holder setpos _pos;
player reveal _holder;
@@ -74,7 +77,7 @@ if(!isNull _obj) then {
_holder setVariable ["BackpackCargo", _backpacks, true];
};
cutText ["Your Safe has been locked", "PLAIN DOWN"];
cutText [format["Your %1 has been locked",_text], "PLAIN DOWN"];
s_player_lockvault = -1;
};