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 {

View File

@@ -13,7 +13,7 @@ private ["_canPickLight","_text","_unlock","_lock","_totalKeys","_temp_keys","_t
"_isModular","_isModularDoor","_isHouse","_isGateOperational","_isGateLockable","_isFence","_isLockableGate","_isUnlocked","_isOpen","_isClosed","_ownerArray","_ownerBuildLock",
"_ownerPID","_speed","_dog","_vehicle","_inVehicle","_cursorTarget","_primaryWeapon","_currentWeapon","_magazinesPlayer","_onLadder","_canDo",
"_nearLight","_vehicleOwnerID","_hasHotwireKit","_isPZombie","_dogHandle","_allowedDistance","_id","_upgrade","_weaponsPlayer","_hasCrowbar",
"_allowed","_hasAccess","_uid","_myCharID","_isLocked","_isDoorUnlocked"];
"_allowed","_hasAccess","_uid","_myCharID","_isLocked"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
@@ -839,15 +839,14 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
};
// downgrade system
if ((DZE_Lock_Door == _characterID) && {!keypadCancel} && {_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base"}) then {
if (DZE_Lock_Door == _characterID && {!keypadCancel} && {_cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base"}) then {
if ((s_player_lastTarget select 1) != _cursorTarget) then {
if (s_player_downgrade_build > 0) then {
player removeAction s_player_downgrade_build;
s_player_downgrade_build = -1;
};
};
_isDoorUnlocked = ((_cursorTarget animationPhase "Open_door" == 0) && {(_cursorTarget animationPhase "Open_hinge" == 1) || (_cursorTarget animationPhase "Open_latch" == 1)});
if (s_player_downgrade_build < 0 && _isDoorUnlocked) then {
if (s_player_downgrade_build < 0) then {
_hasAccess = [player, _cursorTarget] call FNC_check_access;
if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
s_player_lastTarget set [1,_cursorTarget];