mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
fn_damageActions cleanup
I will merge the refueling into fn_selfActions where it is in 1.8.7. The_inVehicle block was moved up.
This commit is contained in:
@@ -1,24 +1,20 @@
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scriptName "Functions\misc\fn_damageActions.sqf";
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#include "\z\addons\dayz_code\util\array.hpp";
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/***********************************************************
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ADD ACTIONS FOR A CASUALTY
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- Function
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- [] call fnc_usec_damageActions;
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************************************************************/
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private ["_action","_weaponName","_turret","_weapons","_assignedRole","_driver","_action1","_action2","_vehicle","_unit","_vehType","_type","_typeVeh","_isDisallowRefuel","_vehClose","_hasVehicle","_unconscious","_lowBlood","_injured","_inPain","_legsBroke","_armsBroke","_charID","_friendlies","_playerMagazines","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_hasJerry","_hasBarrel","_hasJerryE","_hasBarrelE","_hasPainkillers","_unconscious_crew","_patients","_crew","_menClose","_hasPatient","_inVehicle","_isClose"];
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disableSerialization;
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if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
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if (DZE_ActionInProgress) exitWith {};
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private ["_action","_weaponName","_turret","_weapons","_assignedRole","_driver","_action1","_action2","_vehicle","_unit","_vehType","_vehClose","_hasVehicle","_unconscious","_lowBlood","_injured","_inPain","_legsBroke","_armsBroke","_charID","_friendlies","_playerMagazines","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_hasPainkillers","_unconscious_crew","_patients","_crew","_menClose","_hasPatient","_inVehicle","_isClose","_transfuse"];
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_menClose = cursorTarget;
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_hasPatient = alive _menClose;
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_vehicle = vehicle player;
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_inVehicle = (_vehicle != player);
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_isClose = ((player distance _menClose) < ((sizeOf typeOf _menClose) / 2));
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//_bag = unitBackpack player;
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//_classbag = typeOf _bag;
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if (_inVehicle) then {
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r_player_lastVehicle = _vehicle;
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@@ -27,13 +23,13 @@ if (_inVehicle) then {
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if (str (_assignedRole) != str (r_player_lastSeat)) then {
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call r_player_removeActions2;
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};
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if (!r_player_unconscious && !r_action2) then {
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r_player_lastSeat = _assignedRole;
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if (!r_player_unconscious && !r_action2) then {
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r_player_lastSeat = _assignedRole;
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if ((_vehicle isKindOf "helicopter") || (_inVehicle && ({(isPlayer _x) && (alive _x)} count (crew _vehicle) > 1))) then {
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//allow switch to pilot
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if (((_assignedRole select 0) != "driver") && ((!alive _driver) || ((_vehicle emptyPositions "Driver") > 0))) then {
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if (((_assignedRole select 0) != "driver") && ((!alive _driver) or ((_vehicle emptyPositions "Driver") > 0))) then {
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if (_vehicle isKindOf "helicopter") then {
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_action = _vehicle addAction[localize "STR_EPOCH_PLAYER_308A", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToPilot", _driver], 0, false, true];
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_action = _vehicle addAction [localize "str_actions_helipilotseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToPilot",_driver], 0, false, true];
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} else {
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_action = _vehicle addAction[localize "STR_EPOCH_PLAYER_308", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToPilot", _driver], 0, false, true];
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};
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@@ -42,13 +38,13 @@ if (_inVehicle) then {
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};
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//allow switch to cargo
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if (((_assignedRole select 0) != "cargo") && ((_vehicle emptyPositions "Cargo") > 0)) then {
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_action = _vehicle addAction [localize "STR_EPOCH_PLAYER_309", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToCargo",_driver], 0, false, true];
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_action = _vehicle addAction [localize "str_actions_helibackseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToCargo",_driver], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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//allow switch to gunner
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if (((_assignedRole select 0) != "Turret") && ((_vehicle emptyPositions "Gunner") > 0)) then {
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_action = _vehicle addAction[localize "STR_EPOCH_PLAYER_310", "\z\addons\dayz_code\actions\veh_seatActions.sqf", ["MoveToTurret", _driver], 0, false, true];
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_action = _vehicle addAction [localize "str_actions_heligunnerseat", "\z\addons\dayz_code\actions\veh_seatActions.sqf",["MoveToTurret",_driver], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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};
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@@ -64,7 +60,7 @@ if (_inVehicle) then {
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_weapons = _vehicle weaponsTurret _turret;
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{
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_weaponName = getText (configFile >> "cfgWeapons" >> _x >> "displayName");
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_action = _vehicle addAction [format["Add AMMO to %1",_weaponName], "\z\addons\dayz_code\actions\ammo.sqf",[_vehicle,_x,_turret], 0, false, true];
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_action = _vehicle addAction [format[localize "str_actions_addammo",_weaponName], "\z\addons\dayz_code\actions\ammo.sqf",[_vehicle,_x,_turret], 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action2 = true;
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} count _weapons;
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@@ -79,7 +75,7 @@ if (_inVehicle) then {
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_unconscious_crew set [(count _unconscious_crew), _x]
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};
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} forEach _crew;
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_patients = (count _unconscious_crew);
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_patients = count _unconscious_crew;
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if (_patients > 0) then {
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if (!r_action_unload) then {
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r_action_unload = true;
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@@ -100,16 +96,17 @@ if (_inVehicle) then {
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r_player_lastSeat = [];
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};
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//Lets make sure the player is looking at the target
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if (isPlayer cursorTarget) then {
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if (!r_drag_sqf and !r_action and !_inVehicle and !r_player_unconscious and (player distance _menClose < 3)) then {
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_unit = cursorTarget;
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if (!r_drag_sqf && !r_action && !_inVehicle && !r_player_unconscious && (player distance _menClose < 3)) then {
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_unit = cursorTarget;
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player reveal _unit;
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_isDisallowRefuel = typeOf _unit in ["M240Nest_DZ","MMT_Civ","MMT_USMC","Old_bike_TK_CIV_EP1","Old_bike_TK_INS_EP1"];
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//Arrays
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_antibiotics =["ItemAntibiotic","ItemAntibiotic1","ItemAntibiotic2","ItemAntibiotic3","ItemAntibiotic4","ItemAntibiotic5","ItemAntibiotic6"];
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_bloodBags = ["ItemBloodbag","bloodBagANEG","bloodBagAPOS","bloodBagBNEG","bloodBagBPOS","bloodBagABNEG","bloodBagABPOS","bloodBagONEG","bloodBagOPOS"];
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_vehClose = (getPosATL player) nearEntities [["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"],5]; //nearestObjects [player, ["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"], 5];
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_hasVehicle = ({alive _x} count _vehClose > 0);
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//Var checks
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_unconscious = _unit getVariable ["NORRN_unconscious", false];
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_lowBlood = _unit getVariable ["USEC_lowBlood", false];
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_injured = _unit getVariable ["USEC_injured", false];
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@@ -118,28 +115,26 @@ if (isPlayer cursorTarget) then {
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_legsBroke = _unit getVariable ["hit_legs", 0] >= 1;
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_armsBroke = _unit getVariable ["hit_hands", 0] >= 1;
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_infected = _unit getVariable ["USEC_infected", false];
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_charID = _unit getVariable ["CharacterID", 0];
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_friendlies = player getVariable ["friendlies", []];
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//Magazine checks
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_playerMagazines = magazines player;
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_hasBandage = "ItemBandage" in magazines player;
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_hasSepsisBandage = "ItemSepsisBandage" in magazines player;
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_hasEpi = "ItemEpinephrine" in magazines player;
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_hasMorphine = "ItemMorphine" in magazines player;
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_hasSplint = "equip_woodensplint" in magazines player;
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_hasPainkillers = "ItemPainkiller" in magazines player;
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_hasAntibiotics = Array_Any(magazines player, {_this in _antibiotics});
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_hasBloodBag = Array_Any(magazines player, {_this in _bloodBags});
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//_hasToolbox = "ItemToolbox" in items player;
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_hasJerry = "ItemJerrycan" in _playerMagazines;
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_hasBarrel = "ItemFuelBarrel" in _playerMagazines;
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_hasJerryE = "ItemJerrycanEmpty" in _playerMagazines;
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_hasBarrelE = "ItemFuelBarrelEmpty" in _playerMagazines;
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//_hasEtool = "ItemEtool" in weapons player;
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//_hasWire = "ItemWire" in _playerMagazines;
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_hasPainkillers = "ItemPainkiller" in _playerMagazines;
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_hasBandage = "ItemBandage" in _playerMagazines;
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_hasSepsisBandage = "ItemSepsisBandage" in _playerMagazines;
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_hasEpi = "ItemEpinephrine" in _playerMagazines;
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_hasMorphine = "ItemMorphine" in _playerMagazines;
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_hasSplint = "equip_woodensplint" in _playerMagazines;
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_hasPainkillers = "ItemPainkiller" in _playerMagazines;
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//_hasEmptyBag = "emptyBloodBag" in _playerMagazines;
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//_hasTester = "bloodTester" in _playerMagazines;
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_hasAntibiotics = Array_Any(_playerMagazines, {_this in _antibiotics});
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_hasBloodBag = Array_Any(_playerMagazines, {_this in _bloodBags});
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_vehClose = (getPosATL player) nearEntities [["Car","Tank","Helicopter","Plane","StaticWeapon","Ship"],5];
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_hasVehicle = ({alive _x} count _vehClose > 0);
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//Allow player to drag
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if (_hasPatient) then {
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//Allow player to drag
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if(_unconscious) then {
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r_action = true;
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_action1 = _unit addAction [localize "STR_UI_GEAR", "\z\addons\dayz_code\actions\openGear.sqf",_unit, 0, true, true];
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@@ -151,12 +146,12 @@ if (isPlayer cursorTarget) then {
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r_player_actions set [count r_player_actions, _action3];
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};
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//Load Vehicle
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if (_hasVehicle and _unconscious) then {
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if (_hasVehicle && _unconscious) then {
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_y = 0;
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r_action = true;
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_unit = _unit;
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_vehicle = (_vehClose select _y);
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while{((!alive _vehicle) and (_y < (count _vehClose)))} do {
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_vehicle = _vehClose select _y;
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while{((!alive _vehicle) && (_y < (count _vehClose)))} do {
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_y = _y + 1;
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_vehicle = (_vehClose select _y);
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_vehType = getText (configFile >> "CfgVehicles" >> typeOf _unit >> "displayName");
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@@ -172,7 +167,7 @@ if (isPlayer cursorTarget) then {
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r_player_actions set [count r_player_actions,_action];
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};
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//Sepsis
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if(_hasSepsis and _hasSepsisBandage) then {
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if(_hasSepsis && _hasSepsisBandage) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_04", "\z\addons\dayz_code\medical\bandage.sqf",[_unit,"ItemSepsisBandage"], 0, true, true, "", "'ItemBandage' in magazines player"];
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r_player_actions set [count r_player_actions,_action];
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@@ -184,14 +179,13 @@ if (isPlayer cursorTarget) then {
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give Morphine
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if((_legsBroke || _armsBroke) && _hasMorphine) then {
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if((_legsBroke or _armsBroke) && _hasMorphine) then {
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r_action = true;
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//_action = _unit addAction [localize "str_actions_medical_06", "\z\addons\dayz_code\medical\morphine.sqf",[_unit], 0, true, true, "", ""];
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_action = _unit addAction [localize "str_actions_medical_06", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"ItemMorphine"], 0, true, true, "", "'ItemMorphine' in magazines player"];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give equip_woodensplint
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if((_legsBroke or _armsBroke) and _hasSplint) then {
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if((_legsBroke or _armsBroke) && _hasSplint) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_06_splint", "\z\addons\dayz_code\medical\brokeBones.sqf",[_unit,"equip_woodensplint"], 0, true, true, "", "'equip_woodensplint' in magazines player"];
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r_player_actions set [count r_player_actions,_action];
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@@ -204,47 +198,26 @@ if (isPlayer cursorTarget) then {
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};
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//Allow player to transfuse blood
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if(_lowBlood && _hasBlood) then {
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if (DZE_UseBloodTypes) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_08", "\z\addons\dayz_code\medical\transfusion.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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} else {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_08", "\z\addons\dayz_code\medical\transfusion_NoBloodTypes.sqf",[_unit], 0, true, true, "", ""];
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r_player_actions set [count r_player_actions,_action];
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};
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_transfuse = if (DZE_UseBloodTypes) then {"\z\addons\dayz_code\medical\transfusion.sqf"} else {"\z\addons\dayz_code\medical\transfusion_NoBloodTypes.sqf"};
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_08",_transfuse,[_unit], 0, true, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//Allow player to give antibiotics
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if (_infected and _hasAntibiotics) then {
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if (_infected && _hasAntibiotics) then {
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r_action = true;
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_action = _unit addAction [localize "str_actions_medical_give_antibiotics", "\z\addons\dayz_code\medical\antibiotics.sqf",[_unit], 0, true, true];
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r_player_actions set [count r_player_actions, _action];
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};
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//Repairs
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if ((_unit isKindOf "AllVehicles") && !(_unit isKindOf "Man") && !_isDisallowRefuel) then {
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_type = TypeOf(_unit);
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_typeVeh = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
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//CAN WE REFUEL THE OBJECT?
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if ((fuel _unit < 1) && (_hasJerry || _hasBarrel)) then {
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if (_unit isKindOf "Man") then {
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// should only fire if cursor target is man and not vehicle
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_charID = _unit getVariable ["CharacterID", 0];
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_friendlies = player getVariable ["friendlies", []];
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if !(_charID in _friendlies) then {
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r_action = true;
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_action = _unit addAction [format[localize "str_actions_medical_10",_typeVeh], "\z\addons\dayz_code\actions\refuel.sqf",[], 0, true, true, "", ""];
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_action = _unit addAction ["Tag as friendly", "\z\addons\dayz_code\actions\player_tagFriendly.sqf", [], 0, false, true];
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r_player_actions set [count r_player_actions,_action];
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};
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//CAN WE siphon fuel from THE OBJECT?
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if ((fuel _unit > 0) && (_hasJerryE || _hasBarrelE)) then {
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r_action = true;
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_action = _unit addAction [format["Siphon fuel from %1",_typeVeh], "\z\addons\dayz_code\actions\siphonFuel.sqf",[], 0, true, true, "", ""];
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r_player_actions set [count r_player_actions,_action];
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};
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} else {
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// should only fire if cursor target is man && not vehicle
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if ((isPlayer _unit) && !(_charID in _friendlies)) then {
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r_action = true;
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_action = _unit addAction ["Tag as friendly", "\z\addons\dayz_code\actions\player_tagFriendly.sqf", [], 0, false, true, "", ""];
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r_player_actions set [count r_player_actions,_action];
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};
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};
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};
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if (r_action) then {
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r_action_targets set [(count r_action_targets), _unit];
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@@ -257,57 +230,11 @@ if (isPlayer cursorTarget) then {
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};
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};
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/*
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if ((r_player_vehicle != _vehicle) && r_action) then {
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//Player is in a new vehicle
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r_action = false;
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call fnc_usec_medic_removeActions;
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};
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*/
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if (_inVehicle) then {
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//Check if patients
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_crew = crew _vehicle;
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if (count _crew > 0) then {
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_unconscious_crew = [];
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{
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if (_x getVariable "NORRN_unconscious") then {
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_unconscious_crew = _unconscious_crew + [_x]
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};
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} count _crew;
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_patients = (count _unconscious_crew);
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if (_patients > 0) then {
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if (!r_action_unload) then {
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r_action_unload = true;
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_vehType = typeOf _vehicle;
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_action = _vehicle addAction [format[localize "str_actions_medical_14",_vehType], "\z\addons\dayz_code\medical\load\unLoad_act.sqf",[player,_vehicle], 0, false, true];
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r_player_actions set [count r_player_actions,_action];
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};
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} else {
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if (r_action_unload) then {
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call fnc_usec_medic_removeActions;
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r_action_unload = false;
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};
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};
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};
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//hintSilent format["Crew: %1\nPatients: %2\nAction: %3",(count _crew),_patients,r_action_unload];
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} else {
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if (r_action_unload) then {
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r_action_unload = false;
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call fnc_usec_medic_removeActions;
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};
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};
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//Remove Actions
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if ((!_isClose || !_hasPatient) && r_action) then {
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if ((!_isClose or !_hasPatient) && r_action) then {
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call fnc_usec_medic_removeActions;
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r_action = false;
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};
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//Monitor
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player setVariable ["damageActions", diag_ticktime, false];
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//Pain Effects
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//if (r_player_inpain && !r_player_unconscious) then {
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// playSound "breath_1";
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// addCamShake [2, 1, 25];
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//};
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player setVariable ["damageActions", diag_ticktime, false];
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@@ -2957,33 +2957,6 @@
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<!-- <Dutch></Dutch> -->
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<!-- <German></German> -->
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</Key>
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<Key ID="STR_EPOCH_PLAYER_308A">
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<English>To pilot's seat</English>
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<Spanish>Al asiento de piloto</Spanish>
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<Russian>На место пилота</Russian>
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<French>Vers la place conducteur</French>
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<Czech>Na místo pilota</Czech>
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<!-- <Dutch></Dutch> -->
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<!-- <German></German> -->
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</Key>
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<Key ID="STR_EPOCH_PLAYER_309">
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<English>To back seat</English>
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<Spanish>Al asiento trasero</Spanish>
|
||||
<Russian>На сиденье пассажира</Russian>
|
||||
<French>Vers une place passager</French>
|
||||
<Czech>Na zadní sedadlo</Czech>
|
||||
<!-- <Dutch></Dutch> -->
|
||||
<!-- <German></German> -->
|
||||
</Key>
|
||||
<Key ID="STR_EPOCH_PLAYER_310">
|
||||
<English>To gunner's seat</English>
|
||||
<Spanish>Al asiento del artillero</Spanish>
|
||||
<Russian>На место стрелка</Russian>
|
||||
<French>Vers la place du tireur</French>
|
||||
<Czech>Na sedadlo střelce</Czech>
|
||||
<!-- <Dutch></Dutch> -->
|
||||
<!-- <German></German> -->
|
||||
</Key>
|
||||
<Key ID="STR_EPOCH_PLAYER_311">
|
||||
<English>To commander's seat</English>
|
||||
<Spanish>Para el asiento del comandante</Spanish>
|
||||
|
||||
Reference in New Issue
Block a user