Application GetInventory().UnlockInventory(HIDE_INV_FROM_SCRIPT);
GetInventory().LockInventory(HIDE_INV_FROM_SCRIPT);
Description
Description
Details
Details
- Severity
- Block
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- General
Steps To Reproduce
When using this function, the player's inventory is opened after he approaches and moves away from the object
Event Timeline
Comment Actions
override void Open()
{
m_guncabinetOpenable.Open(); m_RainProcurement.InitRainProcurement(); GetInventory().UnlockInventory(HIDE_INV_FROM_SCRIPT); SoundSynchRemote(); UpdateVisualState();
}
override void Close()
{
m_guncabinetOpenable.Close(); if (m_RainProcurement.IsRunning()) m_RainProcurement.StopRainProcurement(); GetInventory().LockInventory(HIDE_INV_FROM_SCRIPT); SoundSynchRemote(); UpdateVisualState();
}
Comment Actions
modded class AttachmentCategoriesContainer
{
override bool IsDisplayable()
{
if(super.IsDisplayable()){ return true; } if(m_Entity.GetInventory().GetCargo()){ return true; } return false;
}
}
modded class ContainerWithCargo{
override void LockCargo(bool value)
{
super.LockCargo(value); if( value ) { m_CargoGrid.OnHide(); } else { m_CargoGrid.OnShow(); }
}
}
FIX problems