Only allow lock removal if door is unlocked

This commit is contained in:
oiad
2017-09-03 13:56:06 +12:00
committed by GitHub
parent 026788e714
commit b8dba25cc5

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"];
"_allowed","_hasAccess","_uid","_myCharID","_isLocked","_isDoorUnlocked"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
@@ -846,7 +846,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
s_player_downgrade_build = -1;
};
};
if (s_player_downgrade_build < 0) then {
_isDoorUnlocked = (((_cursorTarget animationPhase "Open_door" == 0) && (_cursorTarget animationPhase "Open_hinge" == 1)) || ((_cursorTarget animationPhase "Open_door" == 0) && (_cursorTarget animationPhase "Open_latch" == 1)));
if (s_player_downgrade_build < 0 && _isDoorUnlocked) 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];