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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add medic anim function with proper interrupt
Closes #1386 Vanilla commits applied:f99a3deced731b957e8eRemoved two unused files and a few variables made redundant by actionInProgress
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@@ -9,7 +9,7 @@
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private ["_nearByChoppers","_cursorTarget","_type","_class","_requiredTools","_requiredParts","_upgradeType","_producedParts","_randomCreate",
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"_upgradeClass","_onLadder","_isWater","_ok","_missing","_upgradeParts","_dis","_characterID","_objectID","_objectUID",
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"_ownerArray","_ownerPasscode","_dir","_vector","_object","_puid","_clanArray","_wh","_variables"];
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"_ownerArray","_ownerPasscode","_dir","_vector","_object","_puid","_clanArray","_wh","_variables","_finished"];
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_cursorTarget = _this;
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// ArmaA2 bug workaround: sometimes the object is null
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@@ -71,26 +71,25 @@ if (!_ok) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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format [localize "str_upgradeMissingPart", _missing] call dayz_rollingMessages;
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};
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//Upgrade Started
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if ((player getVariable["alreadyBuilding",0]) == 1) exitWith {
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{ player addMagazine _x; } foreach _upgradeParts;
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localize "str_upgradeInProgress" call dayz_rollingMessages;
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};
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player setVariable["alreadyBuilding",1];
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//play animation
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player playActionNow "Medic";
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if (dayz_actionInProgress) exitWith {
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{ player addMagazine _x; } forEach _upgradeParts;
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localize "str_player_actionslimit" call dayz_rollingMessages;
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};
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dayz_actionInProgress = true;
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_dis=20;
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[player,"tentpack",0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {
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{ player addMagazine _x; } forEach _upgradeParts;
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dayz_actionInProgress = false;
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};
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// Added Nutrition-Factor for work
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["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
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//wait animation end
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 1};
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 0};
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//get data from old building.
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_characterID = _cursorTarget getVariable ["characterID","0"];
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@@ -153,5 +152,5 @@ if (isServer) then {
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player reveal _object;
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//Make sure its unlocked
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player setVariable["alreadyBuilding",0];
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localize "str_upgradeDone" call dayz_rollingMessages;
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localize "str_upgradeDone" call dayz_rollingMessages;
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dayz_actionInProgress = false;
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