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https://github.com/EpochModTeam/DayZ-Epoch.git
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0.1
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127
dayz_code/compile/player_death.sqf
Normal file
127
dayz_code/compile/player_death.sqf
Normal file
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private["_array","_source","_kills","_killsV","_humanity","_wait","_myKills"];
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if (deathHandled) exitWith {};
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deathHandled = true;
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//Death
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_body = player;
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_playerID = getPlayerUID player;
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//Send Death Notice
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dayzDeath = [dayz_characterID,0,_body,_playerID,dayz_playerName];
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publicVariableServer "dayzDeath";
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if (isServer) then {
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_id = dayzDeath spawn server_playerDied;
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};
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_id = [player,50,true,getPosATL player] spawn player_alertZombies;
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sleep 0.5;
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player setDamage 1;
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0.1 fadeSound 0;
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player setVariable ["NORRN_unconscious", false, true];
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player setVariable ["unconsciousTime", 0, true];
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player setVariable ["USEC_isCardiac",false,true];
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player setVariable ["medForceUpdate",true,true];
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r_player_unconscious = false;
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r_player_cardiac = false;
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_id = player spawn spawn_flies;
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_humanity = 0;
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_wait = 0;
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_array = _this;
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if (count _array > 0) then {
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_source = _array select 0;
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_method = _array select 1;
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if (!isNull _source) then {
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if (_source != player) then {
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_canHitFree = player getVariable ["freeTarget",false];
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_isBandit = (["Bandit",typeOf player,false] call fnc_inString);
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_myKills = ((player getVariable ["humanKills",0]) / 30) * 1000;
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if (!_canHitFree and !_isBandit) then {
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//Process Morality Hit
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_humanity = -(2000 - _myKills);
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_kills = _source getVariable ["humanKills",0];
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_source setVariable ["humanKills",(_kills + 1),true];
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_wait = 300;
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} else {
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//Process Morality Hit
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//_humanity = _myKills * 100;
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_killsV = _source getVariable ["banditKills",0];
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_source setVariable ["banditKills",(_killsV + 1),true];
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_wait = 0;
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};
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if (_humanity < 0) then {
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_wait = 0;
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};
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if (!_canHitFree and !_isBandit) then {
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dayzHumanity = [_source,_humanity,_wait];
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publicVariable "dayzHumanity";
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};
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};
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};
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_body setVariable ["deathType",_method,true];
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};
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terminate dayz_musicH;
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terminate dayz_lootCheck;
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terminate dayz_slowCheck;
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terminate dayz_animalCheck;
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terminate dayz_monitor1;
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terminate dayz_medicalH;
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terminate dayz_gui;
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//Reset (just in case)
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//deleteVehicle dayz_playerTrigger;
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disableUserInput false;
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r_player_dead = true;
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
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"colorCorrections" ppEffectEnable true;
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"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.01], [1, 1, 1, 0.0]];
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"colorCorrections" ppEffectCommit 1;
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//Player is Dead!
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3 fadeSound 0;
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0 cutText ["", "BLACK",10];
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dayz_DeathActioned = true;
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sleep 1;
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TitleText[localize "str_player_12","PLAIN DOWN",5];
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dayz_originalPlayer enableSimulation true;
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addSwitchableUnit dayz_originalPlayer;
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setPlayable dayz_originalPlayer;
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selectPlayer dayz_originalPlayer;
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_myGroup = group _body;
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[_body] joinSilent dayz_firstGroup;
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deleteGroup _myGroup;
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3 cutRsc ["default", "PLAIN",3];
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4 cutRsc ["default", "PLAIN",3];
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if (count _array > 0) then {
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_body setVariable ["deathType",_method,true];
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};
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_body setVariable["combattimeout", 0, true];
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/*
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dayzFlies = player;
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publicVariable "dayzFlies";
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*/
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sleep 2;
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1 cutRsc ["DeathScreen","BLACK OUT",3];
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playMusic "dayz_track_death_1";
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
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"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
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