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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-26 03:36:02 +03:00
Organize files a bit and removed non source pbo's
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86
SQF/dayz_code/actions/gather_zparts.sqf
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86
SQF/dayz_code/actions/gather_zparts.sqf
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private ["_hasKnife","_qty","_item","_text","_string","_type","_started","_finished","_animState","_isMedic","_array","_hasHarvested","_hasKnifeBlunt"];
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if(TradeInprogress) exitWith { cutText ["Gutting zombie already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_item = _this select 3;
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_hasKnife = "ItemKnife" in items player;
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_hasKnifeBlunt = "ItemKnifeBlunt" in items player;
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_type = typeOf _item;
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_hasHarvested = _item getVariable["meatHarvested",false];
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//_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
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player removeAction s_player_butcher;
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s_player_butcher = 1;
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if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
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//Get Animal Type
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//_loop = true;
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//_isListed = isClass (_config);
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_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
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// force animation
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player playActionNow "Medic";
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// Alert zombies
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[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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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) exitWith {
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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 gutting." , "PLAIN DOWN"];
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//_abort = true;
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};
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_hasHarvested = _item getVariable["meatHarvested",false];
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if(_finished and !_hasHarvested) then {
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_item setVariable["meatHarvested",true,true];
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// Play sound since we finished
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[player,"gut",0,false,10] call dayz_zombieSpeak;
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_qty = 1;
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_array = [_item,_qty];
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if (local _item) then {
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_array spawn local_gutObjectZ;
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} else {
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dayzGutBody = _array;
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publicVariable "dayzGutBodyZ";
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};
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_string = format["Successfully Gutted Zombie",_text,_qty];
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cutText [_string, "PLAIN DOWN"];
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};
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};
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s_player_butcher = -1;
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TradeInprogress = false;
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