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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-04-18 10:16:39 +03:00
Actions cleanup
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@@ -1,58 +1,43 @@
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private ["_item", "_type", "_hasHarvested", "_config", "_knifeArray", "_PlayerNear", "_isListed", "_activeKnife", "_text", "_dis", "_sfx", "_sharpnessRemaining"];
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if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_29","PLAIN DOWN"];};
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private ["_item","_type","_hasHarvested","_config","_knifeArray","_playerNear","_isListed","_activeKnife","_text","_sharpnessRemaining","_qty","_chance","_msg","_string"];
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if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_31","PLAIN DOWN"];};
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DZE_ActionInProgress = true;
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_item = _this select 3;
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_type = typeOf _item;
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_hasHarvested = _item getVariable["meatHarvested",false];
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_hasHarvested = _item getVariable ["meatHarvested",false];
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_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
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_knifeArray = [];
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player removeAction s_player_butcher;
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s_player_butcher = -1;
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_PlayerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 1;
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if (_PlayerNear) exitWith {cutText [localize "str_pickup_limit_5", "PLAIN DOWN"]};
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_playerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {cutText [localize "str_pickup_limit_5","PLAIN DOWN"]; DZE_ActionInProgress = false;};
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//Count how many active tools the player has
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{
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if (_x IN items player) then {
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_knifeArray set [count _knifeArray, _x];
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};
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if (_x in items player) then {_knifeArray set [count _knifeArray, _x];};
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} count Dayz_Gutting;
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if ((count _knifeArray) < 1) exitwith { cutText [localize "str_cannotgut", "PLAIN DOWN"] };
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if ((count _knifeArray) < 1) exitWith {cutText [localize "str_cannotgut","PLAIN DOWN"]; DZE_ActionInProgress = false; };
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if ((count _knifeArray > 0) and !_hasHarvested) then {
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private ["_qty"];
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if ((count _knifeArray > 0) && !_hasHarvested) then {
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private "_qty";
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//Select random can from array
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_activeKnife = _knifeArray call BIS_fnc_selectRandom;
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//Get Animal Type
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_isListed = isClass (_config);
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//Get Zombie Type
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_isListed = isClass _config;
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_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
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player playActionNow "Medic";
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_dis=10;
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_sfx = "gut";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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// Added Nutrition-Factor for work
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
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[player,"gut",0,false,10] call dayz_zombieSpeak;
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[player,10,true,(getPosATL player)] call player_alertZombies;
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem; // Added Nutrition-Factor for work
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_item setVariable ["meatHarvested",true,true];
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_qty = 2;
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if (_isListed) then {
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_qty = getNumber (_config >> "yield");
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};
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_qty = if (_isListed) then {getNumber (_config >> "yield")} else {2};
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if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); };
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if (local _item) then {
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@@ -62,39 +47,38 @@ if ((count _knifeArray > 0) and !_hasHarvested) then {
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publicVariable "PVDZE_plr_GutBodyZ";
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};
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//_sharpnessRemaining = getText (configFile >> "cfgWeapons" >> _activeKnife >> "sharpnessRemaining");
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/* switch _activeKnife do {
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case "ItemKnife" : {
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//_chance = getNumber (configFile >> "cfgWeapons" >> _activeKnife >> "chance");
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if ([0.2] call fn_chance) then {
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if (dayz_knifeDulling) then {
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_sharpnessRemaining = getText (configFile >> "cfgWeapons" >> _activeKnife >> "sharpnessRemaining");
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switch _activeKnife do {
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case "ItemKnife" : {
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//_chance = getNumber (configFile >> "cfgWeapons" >> _activeKnife >> "chance");
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if ([0.2] call fn_chance) then {
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player removeWeapon _activeKnife;
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player addWeapon _sharpnessRemaining;
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//systemChat (localize "str_info_bluntknife");
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_msg = localize "str_info_bluntknife";
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_msg call dayz_rollingMessages;
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};
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};
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case "ItemKnifeBlunt" : {
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//do nothing
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};
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default {
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player removeWeapon _activeKnife;
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player addWeapon _sharpnessRemaining;
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//systemChat (localize "str_info_bluntknife");
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_msg = localize "str_info_bluntknife";
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_msg call dayz_rollingMessages;
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};
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};
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};
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case "ItemKnifeBlunt" : {
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//do nothing
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};
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default {
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player removeWeapon _activeKnife;
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player addWeapon _sharpnessRemaining;
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};
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}; */
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};
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// Reduce humanity for gutting zeds
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_humanity = player getVariable["humanity",0];
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_humanity = player getVariable ["humanity",0];
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_humanity = _humanity - 10;
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player setVariable["humanity",_humanity,true];
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player setVariable ["humanity",_humanity,true];
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uisleep 6;
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_string = format["Successfully Gutted Zombie",_text,_qty];
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//cutText [_string, "PLAIN DOWN"];
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closedialog 0;
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uisleep 0.02;
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uiSleep 6;
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_string = format[localize "str_success_gutted_animal",_text,_qty]; //%1 has been gutted, %2 meat steaks now on the carcass
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closeDialog 0;
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uiSleep 0.02;
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//cutText [_string, "PLAIN DOWN"];
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_string call dayz_rollingMessages;
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};
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