Should fix full cinder vector #1846

This commit is contained in:
icomrade
2017-01-14 17:55:56 -05:00
parent f891797a0d
commit 798a994b02

View File

@@ -1,8 +1,8 @@
// If an array was passed redirect to vanilla player_build (Epoch items pass a string)
if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_objectHelper","_location1","_object","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
private ["_abort","_reason","_distance","_isNear","_lockable","_isAllowedUnderGround","_offset","_classname","_zheightdirection","_zheightchanged","_rotate","_objectHelperPos","_objectHelperDir","_objHDiff","_position","_isOk","_dir","_vector","_cancel","_location2","_buildOffset","_location","_limit","_started","_finished","_animState","_isMedic","_proceed","_counter","_dis","_sfx","_combination_1_Display","_combination_1","_combination_2","_combination_3","_combination","_combinationDisplay","_combination_4","_num_removed","_tmpbuilt","_vUp","_classnametmp","_text","_ghost","_ghost2","_VectorWorkAround","_objectHelper","_location1","_object","_object2","_helperColor","_canDo","_pos","_onLadder","_vehicle","_inVehicle","_needNear","_canBuild"];
//Check if building already in progress, exit if so.
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_40" call dayz_rollingMessages;};
dayz_actionInProgress = true;
@@ -43,9 +43,8 @@ if (_inVehicle) exitWith {dayz_actionInProgress = false; localize "str_epoch_pla
if (_onLadder) exitWith {dayz_actionInProgress = false; localize "str_player_21" call dayz_rollingMessages;};
if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_43" call dayz_rollingMessages;};
DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
DZE_buildItem = _this;
// Need Near Requirements
_abort = false;
_reason = "";
@@ -99,29 +98,40 @@ if (_canBuild select 0) then {
};
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0; //default define if lockable not found in config file below
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then { //find out if item is lockable object
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable"); // 2=lockbox, 3=combolock, 4=safe
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};
_isAllowedUnderGround = 1; //check if allowed to build under terrain
_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); //check default distance offset, define if does not exist
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_objectHelper = objNull;
_isOk = true;
_location1 = [player] call FNC_GetPos; // get inital players position
_dir = getDir player; //required to pass direction when building
_location1 = [player] call FNC_GetPos;
_dir = getDir player;
_ghost2 = "";
_VectorWorkAround = false;
if (_classname == "CinderWall_DZ") then {
_ghost2 = _ghost;
_ghost = "CinderWallHalf_Preview_DZ";
_VectorWorkAround = true;
};
// if ghost preview available use that instead
if (_ghost != "") then {
_classname = _ghost;
};
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
_object2 = ObjNull;
if (_VectorWorkAround) then {
_object2 = _ghost2 createVehicleLocal [0,0,0];
hideObject _object;
};
if((count _offset) <= 0) then {
_offset = [0,(abs(((boundingBox _object)select 0) select 1)),0];
@@ -131,7 +141,12 @@ if (_canBuild select 0) then {
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
_objectHelper setobjecttexture [0,_helperColor];
_objectHelper attachTo [player,_offset];
if (_VectorWorkAround) then {
_object attachTo [_objectHelper,[0,0,-1.65]];
_object2 attachTo [_object,[0,0,1.65]];
} else {
_object attachTo [_objectHelper,[0,0,0]];
};
if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
@@ -221,7 +236,7 @@ if (_canBuild select 0) then {
DZE_memDir = getDir _objectHelper;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
_objectHelper setPosATL _objectHelperPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
_objectHelper setVelocity [0,0,0];
helperDetach = true;
};
DZE_F = false;
@@ -294,6 +309,10 @@ if (_canBuild select 0) then {
_dir = getDir _object;
_vector = [(vectorDir _object),(vectorUp _object)];
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -304,6 +323,10 @@ if (_canBuild select 0) then {
_reason = format[localize "STR_EPOCH_BUILD_FAIL_MOVED",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -314,6 +337,10 @@ if (_canBuild select 0) then {
_reason = format[localize "STR_EPOCH_BUILD_FAIL_TOO_FAR",DZE_buildMaxMoveDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -324,6 +351,10 @@ if (_canBuild select 0) then {
_reason = format[localize "STR_EPOCH_BUILD_FAIL_HEIGHT",DZE_buildMaxHeightDistance];
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -334,6 +365,10 @@ if (_canBuild select 0) then {
_reason = localize "str_epoch_player_43";
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -344,6 +379,10 @@ if (_canBuild select 0) then {
_reason = localize "STR_EPOCH_PLAYER_46";
detach _object;
deleteVehicle _object;
if (_VectorWorkAround) then {
detach _object2;
deleteVehicle _object2;
};
detach _objectHelper;
deleteVehicle _objectHelper;
};
@@ -354,29 +393,20 @@ if (_canBuild select 0) then {
_counter = 0;
_location = [0,0,0];
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = localize "STR_EPOCH_BUILD_FAIL_ROAD"; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = format[localize "STR_EPOCH_PLAYER_136",localize "STR_EPOCH_TRADER"]; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //create actual object that will be published to database
_tmpbuilt setdir _dir; //set direction inherited from passed args from control
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
_tmpbuilt setVariable["memDir",_dir,true];
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then { //check Z axis if not allowed to build underground
_location set [2,0]; //reset Z axis to zero (above terrain)
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
_location set [2,0];
};
_tmpbuilt setVectorDirAndUp _vector;
@@ -385,7 +415,6 @@ if (_canBuild select 0) then {
_vUp = _vector select 1;
switch (_classname) do {
case "MetalFloor_DZ": { _buildOffset = [(_vUp select 0) * .148, (_vUp select 1) * .148,0]; };
case "CinderWall_DZ": { _buildOffset = [(_vUp select 0) * 1.686, (_vUp select 1) * 1.686,0]; };
};
_location = [
@@ -396,16 +425,16 @@ if (_canBuild select 0) then {
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
_location = ASLtoATL _location; //Database uses ATL
_location = ASLtoATL _location;
} else {
_tmpbuilt setPosATL _location;
};
format[localize "str_epoch_player_138",_text] call dayz_rollingMessages;
_limit = 3; //times it takes to build by default
_limit = 3;
if (DZE_StaticConstructionCount > 0) then { //if count is manually overridden inside init.sqf, use that instead, else use limits configured in config files
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
@@ -414,13 +443,9 @@ if (_canBuild select 0) then {
};
};
while {_isOk} do { //publish phase
while {_isOk} do {
format[localize "str_epoch_player_139",_text, (_counter + 1),_limit] call dayz_rollingMessages; //report how many steps are done out of total limit
player playActionNow "Medic"; //animation
//alert zombies
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
@@ -431,7 +456,7 @@ if (_canBuild select 0) then {
_started = false;
_finished = false;
while {r_doLoop} do { //while player is not interrupted, go trough animations
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
@@ -452,16 +477,16 @@ if (_canBuild select 0) then {
r_doLoop = false;
if(!_finished) exitWith { //exit if interrupted
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then { //if animation finished, add to build count
if(_finished) then {
_counter = _counter + 1;
};
if(_counter == _limit) exitWith { //if all steps done proceed with next step, otherwise cancel publish
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};