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0.1
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108
dayz_code/compile/player_zombieAttack.sqf
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108
dayz_code/compile/player_zombieAttack.sqf
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private["_unit","_targets","_move","_damage","_wound","_sound","_local","_dir","_hpList","_hp","_strH","_dam","_total","_result","_vehicle","_tPos","_zPos","_cantSee","_inAngle"];
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_unit = _this;
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_vehicle = (vehicle player);
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_targets = _unit getVariable ["targets",[]];
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if (!(_vehicle in _targets)) exitWith {};
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//Do the attack
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_move = "ZombieStandingAttack1";
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_rnd = 0;
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_wound = "";
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if (r_player_unconscious) then {
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_rnd = round(random 4) + 1;
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_move = "ZombieFeed" + str(_rnd);
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} else {
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_rnd = round(random 9) + 1;
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_move = "ZombieStandingAttack" + str(_rnd);
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};
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_dir = [_unit,player] call BIS_Fnc_dirTo;
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_unit setDir _dir;
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[objNull, _unit, rPlayMove,_move] call RE;
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//Wait
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sleep 0.3;
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if (_vehicle != player) then {
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_hpList = _vehicle call vehicle_getHitpoints;
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_hp = _hpList call BIS_fnc_selectRandom;
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_wound = getText(configFile >> "cfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _hp >> "name");
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_total = 0;
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if(["Glass",_hp,false] call fnc_inString) then {
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_damage = 0.5;
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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};
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if(["Wheel",_hp,false] call fnc_inString) then {
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_damage = 0.1;
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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};
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if(["Body",_hp,false] call fnc_inString) then {
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_damage = 0.05;
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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};
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if(["Engine",_hp,false] call fnc_inString) then {
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_damage = 0.03;
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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};
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if(["Fuel",_hp,false] call fnc_inString) then {
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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_damage = 0.03;
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_strH = "hit_" + (_wound);
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_dam = _vehicle getVariable [_strH,0];
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_total = (_dam + _damage);
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};
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if(_total > 0) then {
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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_result = [_vehicle, _wound,_total, _unit,"zombie"] call fnc_usec_damageVehicle;
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dayzHitV = [_vehicle,_wound,_total, _unit,"zombie"];
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publicVariable "dayzHitV";
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};
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} else {
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//Did he hit?
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if ((_unit distance player) <= 3) then {
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//check LOS
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private[];
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_tPos = (getPosASL _vehicle);
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_zPos = (getPosASL _unit);
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_inAngle = [_zPos,(getdir _unit),50,_tPos] call fnc_inAngleSector;
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if (_inAngle) then {
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//LOS check
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_cantSee = [_unit,_vehicle] call dayz_losCheck;
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if (!_cantSee) then {
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if (r_player_blood < (r_player_bloodTotal * 0.8)) then {
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_wound = DAYZ_woundHit call BIS_fnc_selectRandomWeighted;
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} else {
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_wound = DAYZ_woundHit_ok call BIS_fnc_selectRandomWeighted;
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};
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_damage = 0.1 + random (1.2);
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//diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
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[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
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dayzHit = [player,_wound, _damage, _unit,"zombie"];
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publicVariable "dayzHit";
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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} else {
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/*
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_isZombieInside = [_unit,_building] call fnc_isInsideBuilding;
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if (_isPlayerInside) then {
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_damage = 0.1 + random (1.2);
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//diag_log ("START DAM: Player Hit on " + _wound + " for " + str(_damage));
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[player, _wound, _damage, _unit,"zombie"] call fnc_usec_damageHandler;
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dayzHit = [player,_wound, _damage, _unit,"zombie"];
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publicVariable "dayzHit";
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[_unit,"hit",0,false] call dayz_zombieSpeak;
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};
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*/
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};
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};
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};
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};
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