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DayZ-Epoch/SQF/dayz_code/compile/player_unlockDoor.sqf

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/*
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","_hasAccess"];
if (!isNil "DZE_DYN_UnlockDoorInprogress") exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
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 {
KeyCodeTry = nil;
KeyCodeTryTimer = nil;
};
};
_obj = dayz_selectedDoor; // our target
_notNearestPlayer = _obj call dze_isnearest_player;
if (_notNearestPlayer) then {
// close display since another player is closer
_display closeDisplay 2;
localize "STR_EPOCH_ACTIONS_16" call dayz_rollingMessages;
} else {
// get object combination
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(DZE_doorManagement) then {
// Check player access
_hasAccess = [player, _obj] call FNC_check_access;
if (
(_hasAccess select 0) or // door owner
(_hasAccess select 2) or // plot owner
(_hasAccess select 3) or // plot friend
(_hasAccess select 4) or // plot admin
(_hasAccess select 5) or // door friend
(_hasAccess select 6) // door admin
) 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 closeDisplay 2;
// unlock if locked
if (_obj animationPhase "Open_hinge" == 0) then {
_obj animate ["Open_hinge", 1];
};
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;
DZE_Lock_Door = "";
[player,"combo_locked",0,false] call dayz_zombieSpeak;
[player,20,true,(getPosATL player)] spawn player_alertZombies;
if (isNil 'KeyCodeTry') then {KeyCodeTry = 0;};
KeyCodeTry = KeyCodeTry + 1;
if (!isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
if (KeyCodeTry >= ((round(random 4)) + 4)) then {
if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
localize "str_epoch_player_19" call dayz_rollingMessages;
_display closeDisplay 2;
};
if(_doorMethod == "Eye") then {
localize "STR_EPOCH_DOORACCESS_FAILURE" call dayz_rollingMessages;
_display closeDisplay 2;
};
};
};
} else {
// close display since no target
_display closeDisplay 2;
};
DZE_DYN_UnlockDoorInprogress = nil;