mirror of
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
This commit is contained in:
168
SQF/dayz_code/actions/remove.sqf
Normal file
168
SQF/dayz_code/actions/remove.sqf
Normal file
@@ -0,0 +1,168 @@
|
||||
/*
|
||||
delete object from db with extra waiting by [VB]AWOL
|
||||
parameters: _obj
|
||||
*/
|
||||
private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_objType","_sfx","_dis","_itemOut","_countOut","_selectedRemoveOutput","_friendlies","_nearestPole","_ownerID","_refundpart","_isWreck","_findNearestPoles","_findNearestPole","_IsNearPlot"];
|
||||
|
||||
if(TradeInprogress) exitWith { cutText ["Remove already in progress." , "PLAIN DOWN"]; };
|
||||
TradeInprogress = true;
|
||||
|
||||
_obj = _this select 3;
|
||||
|
||||
if(_obj getVariable ["GeneratorRunning", false]) exitWith {TradeInprogress = false; cutText ["Cannot remove running generator.", "PLAIN DOWN"];};
|
||||
|
||||
_objectID = _obj getVariable ["ObjectID","0"];
|
||||
_objectUID = _obj getVariable ["ObjectUID","0"];
|
||||
|
||||
_isOk = true;
|
||||
_proceed = false;
|
||||
_objType = typeOf _obj;
|
||||
|
||||
_limit = 5;
|
||||
if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
|
||||
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
|
||||
};
|
||||
|
||||
_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
|
||||
_findNearestPole = [];
|
||||
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
|
||||
|
||||
_IsNearPlot = count (_findNearestPole);
|
||||
|
||||
if(_IsNearPlot >= 1) then {
|
||||
|
||||
_nearestPole = _findNearestPole select 0;
|
||||
|
||||
// Find owner
|
||||
_ownerID = _nearestPole getVariable["CharacterID","0"];
|
||||
|
||||
// check if friendly to owner
|
||||
if(dayz_characterID != _ownerID) then {
|
||||
|
||||
_friendlies = player getVariable ["friendlyTo",[]];
|
||||
// check if friendly to owner
|
||||
if(!(_ownerID in _friendlies)) then {
|
||||
_limit = round(_limit*2);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
cutText [format["Starting de-construction of %1.",_objType], "PLAIN DOWN"];
|
||||
|
||||
// Alert zombies once.
|
||||
[player,50,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
// Start de-construction loop
|
||||
_counter = 0;
|
||||
while {_isOk} do {
|
||||
|
||||
// if object no longer exits this should return true.
|
||||
if(isNull(_obj)) exitWith {
|
||||
_isOk = false;
|
||||
_proceed = false;
|
||||
};
|
||||
|
||||
player playActionNow "Medic";
|
||||
_dis=20;
|
||||
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
r_interrupt = false;
|
||||
_animState = animationState player;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
_finished = 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;
|
||||
_sfx = "repair";
|
||||
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
|
||||
};
|
||||
if (r_interrupt) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
|
||||
sleep 0.1;
|
||||
|
||||
};
|
||||
|
||||
if(!_finished) exitWith {
|
||||
_isOk = false;
|
||||
_proceed = false;
|
||||
};
|
||||
|
||||
if(_finished) then {
|
||||
_counter = _counter + 1;
|
||||
};
|
||||
|
||||
cutText [format["De-constructing %1 stage %2 of %3 walk away at anytime to cancel.",_objType, _counter,_limit], "PLAIN DOWN"];
|
||||
|
||||
if(_counter == _limit) exitWith {
|
||||
_isOk = false;
|
||||
_proceed = true;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
// Remove only if player waited
|
||||
if (_proceed) then {
|
||||
|
||||
// Double check that object is not null
|
||||
if(!isNull(_obj)) then {
|
||||
cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"];
|
||||
|
||||
// TODO add hideobject to have it sink into ground then delete
|
||||
dayzHideObject = _obj;
|
||||
hideObject _obj; // local player
|
||||
publicVariable "dayzHideObject"; // remote player
|
||||
sleep 5;
|
||||
|
||||
|
||||
//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
|
||||
dayzDeleteObj = [_objectID,_objectUID];
|
||||
publicVariableServer "dayzDeleteObj";
|
||||
|
||||
_isWreck = (typeOf _obj) in ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
|
||||
|
||||
deleteVehicle _obj;
|
||||
|
||||
_selectedRemoveOutput = [];
|
||||
if(_isWreck) then {
|
||||
// Find one random part to give back
|
||||
_refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom;
|
||||
_selectedRemoveOutput set [count _selectedRemoveOutput,[_refundpart,1]];
|
||||
} else {
|
||||
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
|
||||
};
|
||||
|
||||
// give refund items
|
||||
if((count _selectedRemoveOutput) > 0) then {
|
||||
// Put itemsg
|
||||
{
|
||||
_itemOut = _x select 0;
|
||||
_countOut = _x select 1;
|
||||
for "_x" from 1 to _countOut do {
|
||||
player addMagazine _itemOut;
|
||||
};
|
||||
|
||||
} forEach _selectedRemoveOutput;
|
||||
cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"];
|
||||
};
|
||||
} else {
|
||||
cutText ["Failed object not longer exists.", "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else {
|
||||
r_interrupt = false;
|
||||
if (vehicle player == player) then {
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
};
|
||||
};
|
||||
TradeInprogress = false;
|
||||
Reference in New Issue
Block a user