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updates
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79
dayz_code/actions/trade_any_vehicle.sqf
Normal file
79
dayz_code/actions/trade_any_vehicle.sqf
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@@ -0,0 +1,79 @@
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private["_position","_veh","_location","_isOk","_backpack","_vehType","_trg","_key","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID"];
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// [part_out,part_in, qty_out, qty_in, loc];
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_part_out = (_this select 3) select 0;
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_part_in = (_this select 3) select 1;
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_qty_out = (_this select 3) select 2;
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_qty_in = (_this select 3) select 3;
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_buy_o_sell = (_this select 3) select 4;
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_textPartIn = (_this select 3) select 5;
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_textPartOut = (_this select 3) select 6;
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 10];
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_qty = count _obj;
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};
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if (_qty >= _qty_in) then {
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if(_buy_o_sell == "buy") then {
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for "_x" from 1 to _qty_in do {
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player removeMagazine _part_in;
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};
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_dir = 90;
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_location = [(position player),0,20,1,0,20,0] call BIS_fnc_findSafePos;
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//place tent (local)
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_veh = createVehicle [_part_out, _location, [], 0, "CAN_COLLIDE"];
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_veh setdir _dir;
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_veh setpos _location;
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//_veh setPosATL _position;
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player reveal _veh;
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_location = getPosATL _veh;
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_veh setVariable ["characterID",dayz_characterID,true];
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// server_publishVeh [_veh,[_dir,_objPosition],_vehicle,true,dayz_characterID]
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dayzPublishVeh = [_veh,[_dir,_location],_part_out,false,dayz_characterID];
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publicVariable "dayzPublishVeh";
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if (isServer) then {
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dayzPublishVeh spawn server_publishVeh;
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};
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cutText [format[("Bought %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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} else {
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// Sell Vehicle
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for "_x" from 1 to _qty_out do {
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player addMagazine _part_out;
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};
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_obj = _obj select 0;
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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if (isServer) then {
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dayzDeleteObj call local_deleteObj;
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};
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deleteVehicle _obj;
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cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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{player removeAction _x} forEach s_player_parts;s_player_parts = [];
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s_player_parts_crtl = -1;
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} else {
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cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
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};
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