#include "..\script_component.hpp" /* * Author: IDSolutions * Stores a vehicle in the garage * * Arguments: * None * * Return Value: * None * * Example: * None * * Public: No */ private _display = findDisplay IDD_GARAGEDIALOG; private _garageList = _display displayCtrl IDC_GARAGEVEHICLELIST; private _vehicleList = _display displayCtrl IDC_VEHICLELIST; private _selectedVehicle = lbCurSel _vehicleList; private _selectedVehicleData = _vehicleList lbData _selectedVehicle; private _data = call compile _selectedVehicleData; ctrlEnable [IDC_STOREBUTTON, false]; if ((isNil { _data })) exitWith { ctrlEnable [IDC_STOREBUTTON, true]; }; private _vehType = _data select 0; private _className = _data select 1; private _netID = _data select 2; // private _netID = _data select 3; private _veh = objectFromNetId _netID; // private _hitPointsData = getAllHitPointsDamage _veh; // private _vehData = [ // fuel _veh, // damage _veh, // str _hitPointsData // ]; private _garage = GETVAR(player,FORGE_Garage,[]); // _garage pushBack [_vehType, _className, _vehData]; _garage pushBack [_vehType, _className]; // player setVariable ["FORGE_Garage", _garage, true]; SETPVAR(player,FORGE_Garage,_garage); lbClear _vehicleList; lbClear _garageList; _vehicleList lbSetCurSel -1; _garageList lbSetCurSel -1; _veh spawn { deleteVehicle _this; waitUntil { isNull _this }; sleep 0.5; [] call FUNC(fetchGarage); [] call FUNC(fetchNearby); ctrlEnable [IDC_STOREBUTTON, true]; }; playSound "FD_Finish_F";