Change ComboLockUI to check if selected door is null

This then matches the safe/lockbox gui check which means modders can use
the GUI screens for setting /retreiving codes (as per my codeChange
script):

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/RscDisplay/safegui.hpp#L306

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/RscDisplay/safegui.hpp#L654

Also removed the check for the safeKeyPad since it's done further along
in `player_unlockVault` and also matches the lockbox ui.

Thanks to @AirwavesMan for reporting
This commit is contained in:
oiad
2019-01-28 23:35:44 +13:00
parent 73118c249b
commit ac41428404

View File

@@ -303,7 +303,7 @@ class SafeKeyPad
colorText[] = {0,1,0,1};
colorBackground[] = {0,0,0,0};
colorBackgroundActive[] = {0,0,0,0};
onButtonClick = "[player,""keypad_tick"",0,false] call dayz_zombieSpeak; keypadCancel = false; ((ctrlParent (_this select 0)) closeDisplay 2); if(!isNull dayz_selectedVault and (typeOf dayz_selectedVault) in DZE_LockedStorage) then {dayz_selectedVault spawn player_unlockVault;};";
onButtonClick = "[player,""keypad_tick"",0,false] call dayz_zombieSpeak; keypadCancel = false; ((ctrlParent (_this select 0)) closeDisplay 2); if(!isNull dayz_selectedVault) then {dayz_selectedVault spawn player_unlockVault;};";
};
};
};
@@ -458,7 +458,7 @@ class ComboLockUI
y = 0.762017;
w = 0.201064;
h = 0.233964;
onButtonClick = "keypadCancel = false; call player_unlockDoor";
onButtonClick = "keypadCancel = false; if (!isNull dayz_selectedDoor) then {call player_unlockDoor;};";
};
};
};