Remove some unnecessary translations

Using "Wait for the previous action to complete to perform another" is
more accurate in these cases, because dayz_actionInProgress could have
been set by any action, not necessarily the same one.
This commit is contained in:
ebayShopper
2017-04-15 14:19:26 -04:00
parent f20982fe85
commit 78fbd7ac53
13 changed files with 19 additions and 97 deletions

View File

@@ -25,7 +25,7 @@ class ItemActions
*/
private ["_tradeComplete","_onLadder","_canDo","_selectedRecipeOutput","_boiled","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_selectedRecipeInputStrict","_num_removed","_removed_total","_temp_removed_array","_abort","_waterLevel","_waterLevel_lowest","_reason","_isNear","_selectedRecipeTools","_distance","_crafting","_needNear","_item","_baseClass","_num_removed_weapons","_outputWeapons","_inputWeapons","_randomOutput","_craft_doLoop","_selectedWeapon","_selectedMag","_sfx"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_63" call dayz_rollingMessages;};
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
// This is used to find correct recipe based what itemaction was click allows multiple recipes per item.