Pullrequest/door management (#1694)

* Added doorManagement

* Rename FNC_check_owner --> FNC_check_owner_friends

* Fixed typo

* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.

* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf

* Now checking if _playerUID is in _friendlies for both cases.

* DZE_plotforLife should be DZE_permanentPlot

* Fixed case where DZE_permanentPlot is false.

* Forgot to add STR_EPOCH_CANCEL

* Changed translations to suggested string by ebaydayz.

* Renamed EyeScanner to DoorAccess.

* Reworked access rights for door management.

* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.

* Fixed copy-paste error.

* Replace count with if

* Remove redundant test.

* Also replaced count in door management admins check.

* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).

* Use _playerUID and _characterID more consistent.

* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
This commit is contained in:
Bruce-LXXVI
2016-06-16 00:22:01 +02:00
committed by ebaydayz
parent 035a94646b
commit 5e53a71e88
21 changed files with 680 additions and 65 deletions

View File

@@ -299,7 +299,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -308,7 +308,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0];";
};
@@ -340,7 +340,7 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -350,31 +350,31 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
displayName=$STR_EPOCH_DOORS_LOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_hinge"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
statement="this animate [""Open_hinge"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
};
};
};
@@ -399,7 +399,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -408,7 +408,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0]";
};
@@ -440,7 +440,7 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -450,31 +450,31 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
displayName=$STR_EPOCH_DOORS_LOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_hinge"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
statement="this animate [""Open_hinge"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
};
};
};
@@ -499,7 +499,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -508,7 +508,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0]";
};
@@ -540,7 +540,7 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -550,31 +550,31 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
displayName=$STR_EPOCH_DOORS_LOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
statement="this animate [""Open_hinge"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
statement="this animate [""Open_hinge"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
};
};
};
@@ -605,7 +605,7 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -615,31 +615,31 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
displayName=$STR_EPOCH_DOORS_LOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_latch"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
statement="this animate [""Open_latch"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
};
};
};
@@ -665,7 +665,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -674,7 +674,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0]";
};
@@ -708,7 +708,7 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -718,31 +718,31 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
displayName=$STR_EPOCH_DOORS_LOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_latch"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="( !keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
statement="this animate [""Open_latch"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
displayName=$STR_EPOCH_DOORS_UNLOCK;
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition=" !keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
};
};
};
@@ -768,7 +768,7 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
{
class Open_Door
{
displayName="Open Door";
displayName=$STR_EPOCH_DOORS_OPEN;
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
@@ -777,7 +777,7 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
};
class Close_Door : Open_Door
{
displayName="Close Door";
displayName=$STR_EPOCH_DOORS_CLOSE;
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0]";
};

View File

@@ -0,0 +1,85 @@
class DoorAccess
{
idd = 61144;
movingenable = 0;
onLoad = "keypadCancel = true;";
onUnload = "if(keypadCancel) then {DZE_Lock_Door = ''; [] spawn keyPadReset;} else {DZE_Lock_Door = dayz_playerUID;};";
class Controls
{
class ZupaBackground_1
{
access = 0;
type = 0;
colorText[] = {0.8784,0.8471,0.651,1};
text = "";
fixedWidth = 0;
style = 0;
shadow = 2;
font = "Zeppelin32";
SizeEx = 0.03921;
idc = -1;
x = 0.35 * safezoneW + safezoneX;
y = 0.30 * safezoneH + safezoneY;
w = 0.20 * safezoneW;
h = 0.50 * safezoneH;
colorBackground[] = {0,0,0,0.8};
};
class ZupaHeader_2: ZSC_RscTextT
{
idc = -1;
x = 0.35 * safezoneW + safezoneX;
y = 0.30 * safezoneH + safezoneY;
w = 0.20 * safezoneW;
h = 0.05 * safezoneH;
text = $STR_EPOCH_DOORACCESS_TITLE;
colorBackground[] = {0,0,0,0.8};
colorText[] = {1,1,1,1};
};
class ZupaButton_1 : ZSC_RscButtonMenuBlue
{
idc = -1;
text = $STR_EPOCH_DOORACCESS_SCAN;
x = 0.40 * safezoneW + safezoneX;
y = 0.40 * safezoneH + safezoneY;
style = 2;
w = 0.20;
onButtonClick = "keypadCancel = false; call player_unlockDoor";
};
class ZupaButton_4 : ZSC_RscButtonMenuBlue
{
idc = -1;
text = $STR_EPOCH_DOORACCESS_MANUAL;
x = 0.40 * safezoneW + safezoneX;
y = 0.50 * safezoneH + safezoneY;
style = 2;
w = 0.20;
onButtonClick = "call player_enterCode";
};
class ZupaButton_2: ZSC_RscButtonMenuBlue
{
idc = -1;
text = $STR_EPOCH_CANCEL;
x = 0.40 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.20;
onButtonClick = "((ctrlParent (_this select 0)) closeDisplay 3000);";
};
class ZupaButton_3: ZSC_RscButtonMenuBlue
{
idc = -1;
text = $STR_EPOCH_ACTIONS_MANAGEDOOR;
x = 0.40 * safezoneW + safezoneX;
y = 0.60 * safezoneH + safezoneY;
w = 0.20;
onButtonClick = "[] call player_manageDoor";
};
};
};

View File

@@ -0,0 +1,97 @@
class DoorManagement
{
idd = 711195;
onLoad = "uiNamespace setVariable ['DoorManagement', _this select 0]";
class Controls {
class RscText_7100: ZSC_RscTextT
{
idc = 7100;
x = 0.30 * safezoneW + safezoneX;
y = 0.30 * safezoneH + safezoneY;
w = 0.30 * safezoneW;
h = 0.5 * safezoneH;
colorBackground[] = {0,0,0,0.8};
};
class RscListbox_7101: RscListbox
{
idc = 7101;
x = 0.31* safezoneW + safezoneX;
y = 0.41 * safezoneH + safezoneY;
w = 0.13 * safezoneW;
h = 0.30 * safezoneH;
soundSelect[] = {"",0.1,1};
colorBackground[] = {0.1,0.1,0.1,0.8};
};
class RscListbox_7102: RscListbox
{
idc = 7102;
x = 0.45 * safezoneW + safezoneX;
y = 0.41* safezoneH + safezoneY;
w = 0.13 * safezoneW;
h = 0.30 * safezoneH;
soundSelect[] = {"",0.1,1};
colorBackground[] = {0.1,0.1,0.1,0.8};
};
class RscShortcutButton_7104: ZSC_RscButtonMenuBlue
{
idc = 7104;
text = $STR_EPOCH_ADD;
x = 0.33 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
//h = 0.06 * safezoneH;
onButtonClick = "[(lbCurSel 7101)] call DoorAddFriend;";
};
class RscShortcutButton_7105: ZSC_RscButtonMenuBlue
{
idc = 7105;
text = $STR_EPOCH_DELETE;
x = 0.47 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
//h = 0.06 * safezoneH;
onButtonClick = "[(lbCurSel 7102)] call DoorRemoveFriend;";
};
class RscShortcutButton_7106: ZSC_RscButtonMenuBlue
{
idc = 7106;
text = $STR_UI_CLOSE;
x = 0.40 * safezoneW + safezoneX;
y = 0.74 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
//h = 0.06 * safezoneH;
onButtonClick = "((ctrlParent (_this select 0)) closeDisplay 9000);";
};
class RscText_7107: ZSC_RscTextT
{
idc = 7107;
text = $STR_EPOCH_DOORMANAGEMENT_TITLE;
x = 0.30 * safezoneW + safezoneX;
y = 0.30 * safezoneH + safezoneY;
w = 0.30 * safezoneW;
h = 0.05 * safezoneH;
colorBackground[] = {0,0,0,0.8};
colorText[] = {1,1,1,1};
};
class RscText_7108: ZSC_RscTextT
{
idc = 7108;
text = $STR_EPOCH_HUMANS_NEARBY;
x = 0.31 * safezoneW + safezoneX;
y = 0.38 * safezoneH + safezoneY;
w = 0.13 * safezoneW;
h = 0.03 * safezoneH;
colorText[] = {1,1,1,1};
};
class RscText_7103: ZSC_RscTextT
{
idc = 71103;
text = $STR_EPOCH_DOORMANAGEMENT_FRIENDS;
x = 0.45 * safezoneW + safezoneX;
y = 0.38 * safezoneH + safezoneY;
w = 0.13 * safezoneW;
h = 0.03 * safezoneH;
colorText[] = {1,1,1,1};
};
};
};

View File

@@ -0,0 +1,22 @@
private ["_pos","_plots","_inList"];
_pos = _this select 0;
if (_pos < 0) exitWith {};
_toAdd = (Humans select _pos);
_friends = TheDoor getVariable ["doorfriends",[]];
_inList = false;
{
if((_x select 0) == (_toAdd select 0)) exitWith { _inList = true; };
} forEach _friends;
if(_inList) exitWith { localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST" call dayz_rollingMessages; };
if(count _friends >= DZE_doorManagementMaxFriends) exitWith { format[localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_FRIENDLIMIT", DZE_doorManagementMaxFriends] call dayz_rollingMessages; };
_friends set [count _friends, _toAdd];
TheDoor setVariable ["doorfriends", _friends, true];
PVDZ_veh_Save = [TheDoor,"gear"];
if (isServer) then {
PVDZ_veh_Save call server_updateObject;
} else {
publicVariableServer "PVDZ_veh_Save";
};
call DoorGetFriends;
call DoorNearbyHumans;

View File

@@ -0,0 +1,6 @@
private ["_plots","_friendlies","_thePlot"];
lbClear 7102;
_friends = TheDoor getVariable ["doorfriends",[]];
{
lbAdd [7102, (_x select 1)];
} forEach _friends;

View File

@@ -0,0 +1,13 @@
private ["_close"];
lbClear 7101;
_closePeople = player nearEntities ["CAManBase", 10];
if (!DZE_doorManagementMustBeClose) then {_closePeople = playableUnits};
Humans = [];
{
if (isPlayer _x) then {
_friendUID = [_x] call FNC_GetPlayerUID;
_friendName = name _x;
Humans set [count Humans, [_friendUID,_friendName]];
lbAdd [7101, _friendName];
};
} forEach _closePeople;

View File

@@ -0,0 +1,21 @@
private ["_list","_plots","_thePlot","_friends"];
_pos = _this select 0;
if (_pos < 0) exitWith {};
_friends = TheDoor getVariable ["doorfriends", []];
_toRemove = (_friends select _pos);
_newList = [];
{
if(_x select 0 != _toRemove select 0) then {
_newList set [count _newList, _x ];
};
} forEach _friends;
TheDoor setVariable ["doorfriends", _newList, true];
PVDZ_veh_Save = [TheDoor, "gear"];
if (isServer) then {
PVDZ_veh_Save call server_updateObject;
} else {
publicVariableServer "PVDZ_veh_Save";
};
call DoorGetFriends;
call DoorNearbyHumans;

View File

@@ -0,0 +1,29 @@
disableSerialization;
if(count(_this) > 0) then
{
TheDoor = _this select 3;
} else {
TheDoor = dayz_selectedDoor;
};
// close DoorAccess if open
_display = findDisplay 61144;
_display closeDisplay 3000;
// Check player access
_isowner = [player, TheDoor] call FNC_check_access;
if( ((_isowner select 0) && DZE_doorManagementAllowManage_owner) // door owner
|| ((_isowner select 1) && DZE_doorManagementAllowManage_ownerFriendlies) // door owner's friendly tagged
|| ((_isowner select 2) && DZE_doorManagementAllowManage_plotOwner) // plot owner
|| ((_isowner select 3) && DZE_doorManagementAllowManage_plotFriends) // plot friends
|| ((_isowner select 4) && DZE_doorManagementAllowManage_plotAdmins) // plot management admins
|| ((_isowner select 5) && DZE_doorManagementAllowManage_doorFriends) // door friends
|| ((_isowner select 6) && DZE_doorManagementAllowManage_doorAdmins) // door management admins
) then {
createDialog "DoorManagement";
call DoorNearbyHumans;
call DoorGetFriends;
} else {
localize "STR_EPOCH_DOORMANAGEMENT_NORIGHTS" call dayz_rollingMessages;
};

View File

@@ -0,0 +1,13 @@
// Close DoorAccess
_display = findDisplay 61144;
_display closeDisplay 3000;
if(DZE_doorManagementAllowManualCode) then {
//DZE_Lock_Door != (this getvariable['CharacterID','0']);
DZE_topCombo = 0;
DZE_midCombo = 0;
DZE_botCombo = 0;
createDialog "ComboLockUI";
} else {
localize "STR_EPOCH_DOORACCESS_NOMANUAL" call dayz_rollingMessages;
};

View File

@@ -5,7 +5,7 @@ if (!DZE_plotManagementMustBeClose) then {_closePeople = playableUnits};
Humans = [];
{
if (isPlayer _x) then {
_friendUID = getPlayerUID _x;
_friendUID = [_x] call FNC_GetPlayerUID;
_friendName = name _x;
Humans = Humans + [[_friendUID,_friendName]];
lbAdd [7001, _friendName];

View File

@@ -42,15 +42,23 @@ if (DZE_permanentPlot) then {
_playerUID = [_player] call FNC_GetPlayerUID;
_targetOwner = _target getVariable ["ownerPUID","0"];
_owner = (_playerUID == _targetOwner);
// Check if player is a plot friend
if (_playerUID in _friendlies) then {
_friendly = true;
};
} else {
_playerUID = dayz_characterID;
_friendlies = _player getVariable ["friendlyTo",[]];
_targetOwner = _target getVariable ["CharacterID","0"];
_owner = (_targetOwner == dayz_characterID);
};
// Check if target object owner is a friend of player
if (_targetOwner in _friendlies) then {
_friendly = true;
};
};
// Check if player is owner of target object
_owner = (_playerUID == _targetOwner);
[_owner, _friendly]

View File

@@ -0,0 +1,145 @@
/*
Check object's ownership and friends (plot and door)
Original concept by RimBlock (github.com/RimBlock)
Extended by Bruce-LXXVI to support different target objects
and allow fine grained access policies
Parameters:
_this select 0: object - player calling this function
_this select 1: object - target to check ownership and friendlies of
Returns:
_return select 0: bool - player is owner of target object
_return select 1: bool - player is friends with owner of target object
_return select 2: bool - player is plot owner
_return select 3: bool - player is plot friend
_return select 4: bool - player is plot management admin
_return select 5: bool - player is target friend
_return select 6: bool - player is target management admin
_return select 7: string - detected target type
2,3,4: always false if no plot nearby
5,6: always false if _target is not a supported target
*/
private [
"_player" // Player, who wants to access the _target
,"_target" // The target object the _player wants to access
,"_isOwner" // return value
,"_isFriendly" // return value
,"_isPlotOwner" // return value
,"_isPlotFriend" // return value
,"_isPlotAdmin" // return value
,"_isTargetFriend" // return value
,"_isTargetAdmin" // return value
,"_targetType" // return value
,"_targetOwnerUID" // UID or characterID of the owner of _target
,"_playerUID" // UID of the _player
,"_characterID" // characterID of the _player
,"_plotcheck" // takes return value of FNC_find_plots
,"_isNearPlot" // player is in plot's reach
,"_nearestPlot" // plot object
,"_plotOwnerUID" // plot owner's UID
,"_plotFriends" // list of plot friends [["UID", "Name"], ..]
,"_targetFriends" // list of target friends [["UID", "Name"], ..]
];
// assign parameters
_player = _this select 0;
_target = _this select 1;
// Initialize return values
_isOwner = false;
_isFriendly = false;
_isPlotOwner = false;
_isPlotFriend = false;
_isPlotAdmin = false;
_isTargetFriend = false;
_isTargetAdmin = false;
_targetType = "";
// determine target type
_targetType = if(typeOf _target in DZE_DoorsLocked) then { "DOOR"; } else { "GENERIC"; };
// determine owner and player id
// and check if player is owner of target object
_playerUID = [_player] call FNC_GetPlayerUID;
_characterID = dayz_characterID;
if(DZE_permanentPlot) then {
_targetOwnerUID = _target getVariable ["ownerPUID","0"];
_isOwner = (_playerUID == _targetOwnerUID);
} else {
_targetOwnerUID = _target getVariable ["characterID","0"];
_isOwner = (_characterID == _targetOwnerUID);
};
// determine _players friends (tagged)
// and check if owner of _target is tagged friendly
_friendlies = _player getVariable ["friendlyTo",[]];
_isFriendly = (_targetOwnerUID in _friendlies);
// find nearest plot
_plotcheck = [_player, false] call FNC_find_plots;
_isNearPlot = ((_plotcheck select 1) > 0);
_nearestPlot = _plotcheck select 2;
if(_isNearPlot) then {
// determine plot owner
// and check if player is owner of plot
if (DZE_permanentPlot) then {
_plotOwnerUID = _nearestPlot getVariable ["ownerPUID","0"];
_isPlotOwner = (_playerUID == _plotOwnerUID);
} else {
_plotOwnerUID = _nearestPlot getVariable ["characterID","0"];
_isPlotOwner = (_characterID == _plotOwnerUID);
};
// determine plot friends
// and check if player is one of them
_isPlotFriend = _isPlotOwner; // Plot owner is always a plot friend
_plotFriends = _nearestPlot getVariable ["plotfriends", []];
{
if( (_x select 0) == _playerUID ) then { _isPlotFriend = true; };
} count _plotFriends;
// determine plot management admins
// and check if player is one of them
if(_playerUID in DZE_PlotManagementAdmins) then { _isPlotAdmin = true; };
};
// Process target type DOOR
if(_targetType == "DOOR") then {
// determine door friends
// and check if player is one of them
_isTargetFriend = _isOwner; // Door owner is always a door friend
_targetFriends = _target getVariable ["doorfriends",[]];
{
if( (_x select 0) == _playerUID ) then { _isTargetFriend = true; };
} count _targetFriends;
// determine door management admins
// and check if player is one of them
if(_playerUID in DZE_DoorManagementAdmins) then { _isTargetAdmin = true; };
};
// RESULT
[ _isOwner
, _isFriendly
, _isPlotOwner
, _isPlotFriend
, _isPlotAdmin
, _isTargetFriend
, _isTargetAdmin
, _targetType
]

View File

@@ -767,6 +767,26 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
s_player_SurrenderedGear = -1;
};
// Allow manage door
if( DZE_doorManagement && (_typeOfCursorTarget in DZE_DoorsLocked) ) then {
// Check player access
_isowner = [player, _cursorTarget] call FNC_check_access;
if( (s_player_manageDoor < 0) && (
((_isowner select 0) && DZE_doorManagementAllowManage_owner) // door owner
|| ((_isowner select 1) && DZE_doorManagementAllowManage_ownerFriendlies) // door owner's friendly tagged
|| ((_isowner select 2) && DZE_doorManagementAllowManage_plotOwner) // plot owner
|| ((_isowner select 3) && DZE_doorManagementAllowManage_plotFriends) // plot friends
|| ((_isowner select 4) && DZE_doorManagementAllowManage_plotAdmins) // plot management admins
|| ((_isowner select 5) && DZE_doorManagementAllowManage_doorFriends) // door friends
|| ((_isowner select 6) && DZE_doorManagementAllowManage_doorAdmins) // door management admins
)) then {
s_player_manageDoor = player addAction [format["<t color='#0059FF'>%1</t>", localize "STR_EPOCH_ACTIONS_MANAGEDOOR"], "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false];
};
} else {
player removeAction s_player_manageDoor;
s_player_manageDoor = -1;
};
//Allow owner to unlock vault
if ((_typeOfCursorTarget in DZE_LockableStorage) && {_characterID != "0"} && {player distance _cursorTarget < 3} && {!keypadCancel}) then {
if (s_player_unlockvault < 0) then {
@@ -1170,6 +1190,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
s_player_fuelauto = -1;
player removeAction s_player_fuelauto2;
s_player_fuelauto2 = -1;
player removeAction s_player_manageDoor;
s_player_manageDoor = -1;
};
//Dog actions on player self

View File

@@ -2,6 +2,7 @@
DayZ Unlock Door
Usage: [_obj] call player_unlockDoor;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
Modified for Zupa's DoorManagement.
*/
private ["_display","_obj","_objectCharacterID"];
@@ -9,6 +10,13 @@ if (!isNil "DZE_DYN_UnlockDoorInprogress") exitWith {localize "str_epoch_player_
DZE_DYN_UnlockDoorInprogress = true;
// find display and check the door opening method
_doorMethod = '';
_displayCombo = findDisplay 41144;
_displayEye = findDisplay 61144;
if(!isNull _displayEye) then {_display = _displayEye; _doorMethod = "Eye";};
if(!isNull _displayCombo) then {_display = _displayCombo; _doorMethod = "Combo";};
if (!isNull dayz_selectedDoor) then {
if (!isNil 'KeyCodeTryTimer') then {
if (diag_tickTime > KeyCodeTryTimer) then {
@@ -22,19 +30,34 @@ if (!isNull dayz_selectedDoor) then {
if (_notNearestPlayer) then {
// close display since another player is closer
_display = findDisplay 41144;
_display closeDisplay 3000;
localize "STR_EPOCH_ACTIONS_16" call dayz_rollingMessages;
} else {
// get object combination
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(DZE_doorManagement) then {
// Check player access
_isowner = [player, _obj] call FNC_check_access;
if( ((_isowner select 0) && DZE_doorManagementAllowAccess_owner) // door owner
|| ((_isowner select 1) && DZE_doorManagementAllowAccess_ownerFriendlies) // door owner's friendly tagged
|| ((_isowner select 2) && DZE_doorManagementAllowAccess_plotOwner) // plot owner
|| ((_isowner select 3) && DZE_doorManagementAllowAccess_plotFriends) // plot friends
|| ((_isowner select 4) && DZE_doorManagementAllowAccess_plotAdmins) // plot management admins
|| ((_isowner select 5) && DZE_doorManagementAllowAccess_doorFriends) // door friends
|| ((_isowner select 6) && DZE_doorManagementAllowAccess_doorAdmins) // door management admins
) then {
DZE_Lock_Door = dayz_selectedDoor getVariable['CharacterID','0'];
};
};
// Check combination
if (DZE_Lock_Door == _objectCharacterID) then {
[player,"combo_unlock",0,false] call dayz_zombieSpeak;
// close display
_display = findDisplay 41144;
_display closeDisplay 3000;
// unlock if locked
@@ -44,6 +67,11 @@ if (!isNull dayz_selectedDoor) then {
if (_obj animationPhase "Open_latch" == 0) then {
_obj animate ["Open_latch", 1];
};
if(_doorMethod == "Eye") then {
localize "STR_EPOCH_DOORACCESS_SUCCESS" call dayz_rollingMessages;
};
KeyCodeTry = nil;
} else {
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
@@ -58,14 +86,17 @@ if (!isNull dayz_selectedDoor) then {
if (KeyCodeTry >= ((round(random 4)) + 4)) then {
if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
localize "str_epoch_player_19" call dayz_rollingMessages;
_display = findDisplay 41144;
_display closeDisplay 3000;
};
if(_doorMethod == "Eye") then {
localize "STR_EPOCH_DOORACCESS_FAILURE" call dayz_rollingMessages;
_display closeDisplay 3000;
};
};
};
} else {
// close display since no target
_display = findDisplay 41144;
_display closeDisplay 3000;
};
DZE_DYN_UnlockDoorInprogress = nil;

View File

@@ -116,3 +116,6 @@ class CfgAddons
#include "Configs\RscDisplay\deathboards.hpp"
#include "Configs\CfgExtra\snappoints.hpp"
#include "external\R3F_Realism\R3F_Weight\R3F_CfgWeight.hpp"
#include "Configs\RscDisplay\doorManagement\doorManagement.hpp"
#include "Configs\RscDisplay\doorManagement\doorAccess.hpp"

View File

@@ -75,6 +75,31 @@ DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start positi
DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
/////////// doorManagement Variables ///////////
// Let owner and plot friends and door friends manage door access
DZE_doorManagement = true;
DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every door's management menu and open it
DZE_doorManagementAllowManualCode = true; //Allows opening doors still using PIN
DZE_doorManagementMaxFriends = 10; //Maximum number of friends allowed on a door. (default 10)
// Set access rights (unlock) for doors
DZE_doorManagementAllowAccess_owner = true;
DZE_doorManagementAllowAccess_ownerFriendlies = false;
DZE_doorManagementAllowAccess_plotOwner = false;
DZE_doorManagementAllowAccess_plotFriends = false;
DZE_doorManagementAllowAccess_plotAdmins = false;
DZE_doorManagementAllowAccess_doorFriends = true;
DZE_doorManagementAllowAccess_doorAdmins = true;
// Set management rights for doors (beware that managers can add theirselves and others as door friends)
DZE_doorManagementAllowManage_owner = true;
DZE_doorManagementAllowManage_ownerFriendlies = false;
DZE_doorManagementAllowManage_plotOwner = false;
DZE_doorManagementAllowManage_plotFriends = false;
DZE_doorManagementAllowManage_plotAdmins = false;
DZE_doorManagementAllowManage_doorFriends = false;
DZE_doorManagementAllowManage_doorAdmins = true;
/*
Developers:

View File

@@ -190,6 +190,13 @@ if (!isDedicated) then {
PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf";
PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf";
MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf"; // use maintain_areaSC.sqf for single currency
DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf";
DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf";
DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf";
DoorRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorRemoveFriend.sqf";
player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf";
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\doorManagement\fn_check_access.sqf";
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];

View File

@@ -253,6 +253,7 @@ dayz_resetSelfActions = {
s_player_toggleVector = -1;
s_player_toggleVectors=[];
vectorActions = -1;
s_player_manageDoor = -1;
};
call dayz_resetSelfActions;

View File

@@ -15955,10 +15955,12 @@
<Key ID="STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST">
<English>Already on the list</English>
<Russian>Уже в списке друзей</Russian>
<German>Schon auf der Liste</German>
</Key>
<Key ID="STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_FRIENDLIMIT">
<English>Only %1 friends allowed</English>
<Russian>Можно добавить друзей: %1</Russian>
<German>Nur %1 Freunde erlaubt</German>
</Key>
<Key ID="STR_EPOCH_TRADER">
<English>Trader</English>
@@ -17584,6 +17586,7 @@
</Key>
<Key ID="STR_EPOCH_HUMANS_NEARBY">
<English>Humans Nearby</English>
<German>Spieler in der Nähe</German>
</Key>
<Key ID="STR_EPOCH_PLOT_FRIENDS">
<English>Plot Friends</English>
@@ -17600,5 +17603,75 @@
<Key ID="STR_EPOCH_BUILD_FAIL_TOO_FAR">
<English>Object is placed too far away from where you started building (within %1 meters)</English>
</Key>
<Key ID="STR_EPOCH_ACTIONS_MANAGEDOOR">
<English>Manage Door</English>
<German>Tür verwalten</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_TITLE">
<English>Door Access Terminal</English>
<German>Zutrittssystem</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_SCAN">
<English>Eye Scan</English>
<German>Auge scannnen</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_MANUAL">
<English>Manual Code</English>
<German>PIN manuell eingeben</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_SUCCESS">
<English>Eye Scan SUCCESS</English>
<German>Iris-Scan ERFOLGREICH</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_FAILURE">
<English>Eye Scan FAILED</English>
<German>Iris-Scan FEHLGESCHLAGEN</German>
</Key>
<Key ID="STR_EPOCH_DOORACCESS_NOMANUAL">
<English>We do not allow manual codes.</English>
<German>Die manuelle Eingabe ist nicht erlaubt.</German>
</Key>
<Key ID="STR_EPOCH_DOORMANAGEMENT_TITLE">
<English>Door Management</English>
<German>Tür-Management</German>
</Key>
<Key ID="STR_EPOCH_DOORMANAGEMENT_FRIENDS">
<English>Door Friends</English>
<German>Tür-Freunde</German>
</Key>
<Key ID="STR_EPOCH_DOORMANAGEMENT_NORIGHTS">
<English>You do not have the rights to manage.</English>
<German>Du darfst diese Tür nicht verwalten.</German>
</Key>
<Key ID="STR_EPOCH_DOORS_OPEN">
<English>Open Door</English>
<German>Tür öffnen</German>
</Key>
<Key ID="STR_EPOCH_DOORS_CLOSE">
<English>Close Door</English>
<German>Tür schliessen</German>
</Key>
<Key ID="STR_EPOCH_DOORS_UNLOCK">
<English>Unlock Door</English>
<German>Tür aufschliessen</German>
</Key>
<Key ID="STR_EPOCH_DOORS_LOCK">
<English>Lock Door</English>
<German>Tür abschliessen</German>
</Key>
<Key ID="STR_EPOCH_CANCEL">
<English>Cancel</English>
<French>Annuler</French>
<Spanish>Cancelar</Spanish>
<Italian>Annulla</Italian>
<Hungarian>Mégse</Hungarian>
<Polish>Anuluj</Polish>
<Russian>Отмена</Russian>
<German>Abbrechen</German>
<Czech>Zrušit</Czech>
</Key>
</Package>
</Project>

View File

@@ -69,9 +69,19 @@ _object_inventory = {
if (_object isKindOf "TrapItems") then {
_inventory = [["armed",_object getVariable ["armed",false]]];
} else {
if (DZE_permanentPlot && (typeOf _object == "Plastic_Pole_EP1_DZ")) then {
_isNormal = true;
if( DZE_permanentPlot && (typeOf (_object) == "Plastic_Pole_EP1_DZ") ) then {
_isNormal = false;
_inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
} else {
};
if( DZE_doorManagement && (typeOf (_object) in DZE_DoorsLocked) ) then {
_isNormal = false;
_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
};
if(_isNormal) then {
_inventory = [getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object];
};
};

View File

@@ -180,6 +180,10 @@ if (_status == "ObjectStreamStart") then {
_object setVariable ["plotfriends", _inventory, true];
};
if( DZE_doorManagement && (typeOf (_object) in DZE_DoorsLocked) ) then {
_object setVariable ["doorfriends", _inventory, true];
};
dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
// Fix for leading zero issues on safe codes after restart
_lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable")} else {0};
@@ -209,7 +213,7 @@ if (_status == "ObjectStreamStart") then {
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
clearBackpackCargoGlobal _object;
if( (count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") ) then {
if( (count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked) ) then {
if (_type in DZE_LockedStorage) then {
_object setVariable ["WeaponCargo",(_inventory select 0),true];
_object setVariable ["MagazineCargo",(_inventory select 1),true];