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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-18 01:30:26 +03:00
Organize files a bit and removed non source pbo's
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92
SQF/dayz_code/actions/fill_startGenerator.sqf
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92
SQF/dayz_code/actions/fill_startGenerator.sqf
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private ["_vehicle","_started","_finished","_animState","_isMedic","_soundSource"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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player removeAction s_player_fillgen;
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s_player_fillgen = 1;
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// Use target from addaction
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_vehicle = _this select 3;
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// force animation
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player playActionNow "Medic";
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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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cutText ["Preparing to fuel and start generator, move to cancel.", "PLAIN DOWN"];
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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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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r_interrupt = false;
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText ["Canceled." , "PLAIN DOWN"]
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};
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if (_finished) then {
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// take jerry can and replace with empty
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if(!(_vehicle getVariable ["GeneratorFilled", false]) and ("ItemJerrycan" in magazines player)) then {
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if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
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player addMagazine "ItemJerrycanEmpty";
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// mark as once filled
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_vehicle setVariable ["GeneratorFilled", true,true];
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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} else {
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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};
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TradeInprogress = false;
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s_player_fillgen = -1;
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