1.0.1.8 DEV TEST

This commit is contained in:
[VB]AWOL
2013-08-09 12:54:36 -05:00
parent 461168b6d2
commit 1c889add2b
15 changed files with 384 additions and 123 deletions

View File

@@ -3,6 +3,9 @@ private ["_vehicle","_started","_finished","_animState","_isMedic","_configVeh",
if(TradeInprogress) exitWith { cutText ["Already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
player removeAction s_player_towing;
s_player_towing = 1;
// Tow Truck
_towTruck = _this select 3;
@@ -11,61 +14,67 @@ _inTow = _towTruck getVariable ["DZEinTow", false];
if(_inTow) then {
// select the nearest one
_vehicle = _towTruck getVariable ["DZEvehicleInTow", false];
// select vehicl in tow
_vehicle = _towTruck getVariable ["DZEvehicleInTow", objNull];
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_nameText = getText(_configVeh >> "displayName");
if(!(isNull _towTruck)) then {
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_nameText = getText(_configVeh >> "displayName");
_finished = false;
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
// force animation
player playActionNow "Medic";
_finished = false;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
// force animation
player playActionNow "Medic";
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
_animState = animationState player;
r_doLoop = true;
_started = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
};
r_doLoop = false;
if (_finished) then {
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
if (_finished) then {
detach _vehicle;
detach _vehicle;
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
cutText [format["%1 has been detached from Tow Truck.",_nameText], "PLAIN DOWN"];
};
} else {
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
cutText [format["%1 has been detached from Tow Truck.",_nameText], "PLAIN DOWN"];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
};
} else {
cutText ["No Vehicles In Tow.", "PLAIN DOWN"];
};
TradeInprogress = false;
TradeInprogress = false;
s_player_towing = -1;