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https://github.com/EpochModTeam/DayZ-Epoch.git
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0.1
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109
dayz_code/compile/player_zombieCheck.sqf
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109
dayz_code/compile/player_zombieCheck.sqf
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private["_listTalk","_isZombie","_group","_eyeDir","_attacked","_chance","_last","_audial","_distance","_refObj","_list","_scaleMvmt","_scalePose","_scaleLight","_anim","_activators","_nearFire","_nearFlare","_scaleAlert","_inAngle","_scaler","_initial","_tPos","_zPos","_cantSee"];
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_refObj = vehicle player;
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_listTalk = (position _refObj) nearEntities ["zZombie_Base",200];
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_pHeight = (getPosATL _refObj) select 2;
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_attacked = false;
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//_list = list dayz_playerTrigger;
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{
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if (alive _x) then {
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private["_dist"];
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_dist = (_x distance _refObj);
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_group = _x;
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/*
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_group = group _x;
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_chance = (count units _group);
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if (isNull group _x) then {
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_group = _x;
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_chance = 1;
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};
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*/
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_chance = 1;
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//if ((_x in _list) and !(animationState _x == "ZombieFeed")) then {
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if ((_x distance player < dayz_areaAffect) and !(animationState _x == "ZombieFeed")) then {
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[_x,"attack",(_chance),true] call dayz_zombieSpeak;
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//perform an attack
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_last = _x getVariable["lastAttack",0];
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_entHeight = (getPosATL _x) select 2;
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_delta = _pHeight - _entHeight;
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if ( ((time - _last) > 1) and ((_delta < 1.5) and (_delta > -1.5)) ) then {
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//_isZInside = [_x,_building] call fnc_isInsideBuilding;
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//if ((_isPlayerInside and _isZInside) or (!_isPlayerInside and !_isZInside)) then {
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_x spawn player_zombieAttack;
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_x setVariable["lastAttack",time];
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//};
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};
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_attacked = true;
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} else {
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if (speed _x < 4) then {
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[_x,"idle",(_chance + 4),true] call dayz_zombieSpeak;
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} else {
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[_x,"chase",(_chance + 3),true] call dayz_zombieSpeak;
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};
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};
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//Noise Activation
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_targets = _group getVariable ["targets",[]];
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if (!(_refObj in _targets)) then {
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if (_dist < DAYZ_disAudial) then {
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if (DAYZ_disAudial > 80) then {
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_targets set [count _targets, driver _refObj];
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_group setVariable ["targets",_targets,true];
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} else {
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_chance = [_x,_dist,DAYZ_disAudial] call dayz_losChance;
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//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
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if ((random 1) < _chance) then {
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_cantSee = [_x,_refObj] call dayz_losCheck;
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if (!_cantSee) then {
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_targets set [count _targets, driver _refObj];
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_group setVariable ["targets",_targets,true];
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} else {
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if (_dist < (DAYZ_disAudial / 2)) then {
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_targets set [count _targets, driver _refObj];
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_group setVariable ["targets",_targets,true];
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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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//Sight Activation
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_targets = _group getVariable ["targets",[]];
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if (!(_refObj in _targets)) then {
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if (_dist < DAYZ_disVisual) then {
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_chance = [_x,_dist,DAYZ_disVisual] call dayz_losChance;
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//diag_log ("Visual Detection: " + str([_x,_dist]) + " " + str(_chance));
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if ((random 1) < _chance) then {
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//diag_log ("Chance Detection");
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_tPos = (getPosASL _refObj);
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_zPos = (getPosASL _x);
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//_eyeDir = _x call dayz_eyeDir;
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_eyeDir = direction _x;
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_inAngle = [_zPos,_eyeDir,30,_tPos] call fnc_inAngleSector;
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if (_inAngle) then {
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//diag_log ("In Angle");
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//LOS check
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_cantSee = [_x,_refObj] call dayz_losCheck;
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//diag_log ("LOS Check: " + str(_cantSee));
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if (!_cantSee) then {
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//diag_log ("Within LOS! Target");
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_targets set [count _targets, driver _refObj];
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_group setVariable ["targets",_targets,true];
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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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} forEach _listTalk;
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if (_attacked) then {
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if (r_player_unconscious) then {
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[_refObj,"scream",3,false] call dayz_zombieSpeak;
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} else {
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_lowBlood = (r_player_blood / r_player_bloodTotal) < 0.5;
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if (_lowBlood) then {
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dayz_panicCooldown = time;
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[_refObj,"panic",3,false] call dayz_zombieSpeak;
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};
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};
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};
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