mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-22 20:12:20 +03:00
0.997a
+ Fixed females unable to select gender after death. + Fixed Alice and Assault packs inventory issues created with last patch. + Fixed being unable to take items that may have already been claimed by another player. Should work if no other players are within 6 meters. + Cooking, Crafting, Repairing, and Salvaging all now require full Medic animation cycle to complete. You can cancel the process just by moving. + Traders that deal with magazine items now require full Medic animation cycle per trade. Also, number of possible trades now based on quantity of available items being sold or cost divided by available bars. + Changed several PublicVariable calls from 1.7.6.1 code sync that should have been PublicVariableServer. + Fixed Bio-meat was not causing infection and increased chance of infection from "Bad Food" to 50/50. + Added distance checks (5m) for player zombie attacks. + Fixed player zombie was unable to feed.
This commit is contained in:
@@ -1,6 +1,7 @@
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private["_vehicle","_part","_hitpoint","_type","_selection","_array"];
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//disableSerialization;
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if(TradeInprogress) exitWith { cutText ["Salvage already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_id = _this select 2;
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_array = _this select 3;
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@@ -9,9 +10,6 @@ _part = _array select 1;
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_hitpoint = _array select 2;
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_type = typeOf _vehicle;
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// if ((count (crew _vehicle)) > 0) exitWith {cutText ["You may not salvage while someone is in the vehicle", "PLAIN DOWN"]};
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_isOK = false;
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_brokenPart = false;
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@@ -27,71 +25,101 @@ s_player_repair_crtl = 1;
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if (_hasToolbox) then {
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player playActionNow "Medic";
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[player,"repair",0,false] call dayz_zombieSpeak;
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null = [player,50,true,(getPosATL player)] spawn player_alertZombies;
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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_damage = [_vehicle,_hitpoint] call object_getHit;
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// _vehicle removeAction _id;
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//dont allow removal of damaged parts
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if (_damage < 1) then {
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_findPercent = (1 - _damage) * 10;
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if(ceil (random _findPercent) == 1) then {
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_isOK = true;
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_brokenPart = true;
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} else {
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_isOK = [player,_part] call BIS_fnc_invAdd;
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_brokenPart = false;
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//call dayz_forceSave;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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};
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r_doLoop = false;
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if (_finished) then {
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_damage = [_vehicle,_hitpoint] call object_getHit;
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// _vehicle removeAction _id;
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//dont allow removal of damaged parts
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if (_damage < 1) then {
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if (_isOK) then {
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player playActionNow "Medic";
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//break the part
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_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
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//vehicle is owned by whoever is in it, so we have to have each client try and fix it
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//["dayzSetFix",[_vehicle,_selection,1],_vehicle] call broadcastRpcCallIfLocal;
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dayzSetFix = [_vehicle,_selection,1];
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publicVariable "dayzSetFix";
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if (local _vehicle) then {
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dayzSetFix call object_setFixServer;
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};
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sleep 1;
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[player,"repair",0,false] call dayz_zombieSpeak;
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null = [player,50,true,(getPosATL player)] spawn player_alertZombies;
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sleep 5;
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_vehicle setvelocity [0,0,1];
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if(_brokenPart) then {
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//Failed!
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cutText [format["You have destroyed %1 while attempting to remove from %2",_namePart,_nameType], "PLAIN DOWN"];
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_findPercent = (1 - _damage) * 10;
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if(ceil (random _findPercent) == 1) then {
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_isOK = true;
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_brokenPart = true;
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} else {
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//Success!
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cutText [format["You have successfully removed %1 from the %2",_namePart,_nameType], "PLAIN DOWN"];
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_isOK = [player,_part] call BIS_fnc_invAdd;
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_brokenPart = false;
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};
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if (_isOK) then {
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//break the part
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_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
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//vehicle is owned by whoever is in it, so we have to have each client try and fix it
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//["dayzSetFix",[_vehicle,_selection,1],_vehicle] call broadcastRpcCallIfLocal;
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dayzSetFix = [_vehicle,_selection,1];
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publicVariable "dayzSetFix";
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if (local _vehicle) then {
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dayzSetFix call object_setFixServer;
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};
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_vehicle setvelocity [0,0,1];
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if(_brokenPart) then {
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//Failed!
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cutText [format["You have destroyed %1 while attempting to remove from %2",_namePart,_nameType], "PLAIN DOWN"];
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} else {
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//Success!
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cutText [format["You have successfully removed %1 from the %2",_namePart,_nameType], "PLAIN DOWN"];
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};
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} else {
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cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"];
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};
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} else {
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cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"];
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};
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};
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled Salvage.", "PLAIN DOWN"];
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};
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} else {
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cutText [format["You need %1 to remove this part.",_namePart], "PLAIN DOWN"];
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};
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dayz_myCursorTarget = objNull;
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s_player_repair_crtl = -1;
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s_player_repair_crtl = -1;
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TradeInprogress = false;
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