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small change
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@@ -21,8 +21,8 @@ class ItemActions
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*/
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private ["_tradeComplete","_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_num_removed","_removed_total","_temp_removed_array","_abort","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_item","_baseClass","_num_removed_weapons","_outputWeapons","_inputWeapons","_randomOutput","_craft_doLoop","_selectedWeapon","_selectedMag","_sfx"];
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if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_63") , "PLAIN DOWN"]; };
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TradeInprogress = true;
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_63") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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// This is used to find correct recipe based what itemaction was click allows multiple recipes per item.
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_crafting = _this select 0;
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@@ -57,7 +57,7 @@ if("workshop" in _needNear) then {
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};
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if(_abort) exitWith {
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cutText [format[(localize "str_epoch_player_149"),_reason,_distance], "PLAIN DOWN"];
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TradeInprogress = false;
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DZE_ActionInProgress = false;
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};
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// diag_log format["Checking for fire: %1", _isFireNear];
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@@ -241,4 +241,4 @@ if (_canDo) then {
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} else {
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cutText [(localize "str_epoch_player_64"), "PLAIN DOWN"];
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};
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TradeInprogress = false;
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DZE_ActionInProgress = false;
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