Revert "Only allow lock removal if door is unlocked"

This reverts commit b8dba25

As discussed with oiad on Discord, this serves no purpose now, since
DZE_lockDoor == charID means the player either just unlocked, built,
upgraded or downgraded the door, so they want to see the action.
Logically a combo lock can be removed while a door is open. In case of
it being locked, you already know the code, so it is assumed you put it
in before removing it. Completing two-three steps at once is more
convenient for the player.

Also removed _isDestructable because there are no classes which inherit
from "BuiltItems" and have a lock
This commit is contained in:
ebayShopper
2017-11-08 14:15:25 -05:00
parent a7959c26de
commit 89d10fc973
2 changed files with 5 additions and 6 deletions

View File

@@ -6,7 +6,7 @@
* @param String _this select 2 (_extraText) -> Indicator what container you are trading from
* @param Array of Strings _this select 3 (_bags) -> all backpacks in the container
*
* Fills up the sell or buy list if the item has a valid config.
* Fills up the sellable list if the item has a valid config.
**/
private ["_weaps","_mags","_extraText","_arrayOfTraderCat","_totalPrice","_backUpText","_bags","_baseVehicle","_currencyQty","_swap","_swap2","_myVehType"];
#include "defines.hpp"
@@ -24,7 +24,7 @@ _HasKeyCheck = {
private ["_objectCharacterID","_keyFound","_tempKeys"];
_keyFound = false;
_objectCharacterId = DZE_myVehicle getVariable ["CharacterID","0"];
_objectCharacterId = DZE_myVehicle getVariable ["CharacterID","0"];
if (_objectCharacterId == "0") then {
_keyFound = true;
} else {