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164
SQF/dayz_code/actions/player_craftitemGUI.sqf
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164
SQF/dayz_code/actions/player_craftitemGUI.sqf
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/*
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Created by Alby exclusively for DayZMod.
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Please request permission to use/alter from Alby.
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*/
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private["_config","_input","_output","_required","_failChance","_hasInput","_availabeSpace"];
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disableSerialization;
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["close"] call fn_updateCraftUI;
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_config = _this select 0;
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_overwrite = _this select 1;
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_input = getArray (_config >> "input");
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_output = getArray (_config >> "output");
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_required = getArray (_config >> "required");
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_failChance = getNumber (_config >> "failChance");
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_nearByPile = nearestObjects [getPosATL player, ["SmallCraftTable_dz"], 3];
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//diag_log (str(_this));
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if (count _overwrite > 0) then {
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{
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_index = _x select 0;
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_entry = _x select 1;
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_input set [_index, _entry];
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}forEach _overwrite;
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};
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if (count _nearByPile > 0) then {
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//done from craftingtable (ground)
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//diag_log ("Table");
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_nearByTable = nearestObjects [getPosATL player, ["SmallCraftTable_dz"], 3];
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if (count _nearByTable > 0) then {
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_weaps = getWeaponCargo (_nearByTable select 0);
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_mags = getMagazineCargo (_nearByTable select 0);
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//Add Magazines
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_objMagTypes = _mags select 0;
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_objMagQty = _mags select 1;
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//diag_log format["%1, %2",_objMagTypes,_objMagQty];
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for "_i" from 0 to (count _objMagTypes - 1) do {
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_obj = _objMagTypes select _i;
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_index = [_return, _obj] call _inArray;
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//diag_log format["MagName: %1, %2",_obj,_index];
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};
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_hasInput = true;
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};
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} else {
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//done from player inventory
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_hasInput = true;
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{
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private ["_avail"];
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_selection = _x select 1;
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_item = _x select 0;
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_amount = _x select 2;
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switch (_selection) do {
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case "CfgWeapons":
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{
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_avail = {_x == _item} count weapons player;
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};
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case "CfgMagazines":
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{
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_avail = {_x == _item} count magazines player;
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};
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};
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if (_avail < _amount) exitWith {
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_hasInput = false;
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_itemName = getText(configFile >> _selection >> _item >> "displayName");
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cutText [format [localize "str_crafting_missing",(_amount - _avail),_itemName], "PLAIN DOWN"];
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};
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} forEach (_input + _required);
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if (_hasInput) then {
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_freeSlots = [player] call BIS_fnc_invSlotsEmpty;
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{
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_item = _x select 0;
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_amount = _x select 2;
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_slotType = [_item] call BIS_fnc_invSlotType;
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for "_i" from 1 to _amount do {
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for "_j" from 1 to (count _slotType) do {
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if ((_slotType select _j) > 0) then {
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_freeSlots set[_j, ((_freeSlots select _j) + (_slotType select _j))];
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};
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};
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};
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} forEach _input;
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_availabeSpace = true;
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{
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_item = _x select 0;
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_amount = _x select 2;
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_slotType = [_item] call BIS_fnc_invSlotType;
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for "_i" from 1 to _amount do {
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for "_j" from 1 to (count _slotType) do {
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if ((_slotType select _j) > 0) then {
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_freeSlots set[_j, ((_freeSlots select _j) - (_slotType select _j))];
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if (_freeSlots select _j < 0) exitWith {
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_availabeSpace = false;
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cutText [localize "str_crafting_space", "PLAIN DOWN"];
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};
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};
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};
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};
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} forEach _output;
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//sleep 1;
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if (_availabeSpace) then {
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player playActionNow "PutDown";
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{
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_item = _x select 0;
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_amount = _x select 2;
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for "_i" from 1 to _amount do {
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_selection = _x select 1;
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switch (_selection) do {
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case "CfgWeapons":
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{
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player removeWeapon _item;
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};
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case "CfgMagazines":
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{
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player removeMagazine _item;
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};
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};
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//sleep 0.1;
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};
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} forEach _input;
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{
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_item = _x select 0;
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_selection = _x select 1;
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_amount = _x select 2;
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_itemName = getText(configFile >> _selection >> _item >> "displayName");
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for "_i" from 1 to _amount do {
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if (random 1 > _failChance) then {
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switch (_selection) do {
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case "CfgWeapons":
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{
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player addWeapon _item;
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};
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case "CfgMagazines":
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{
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player addMagazine _item;
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};
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case "CfgVehicles":
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{
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player addBackpack _item;
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};
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};
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cutText [format [localize "str_crafting_success",_itemName], "PLAIN DOWN"];
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//sleep 2;
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} else {
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cutText [format [localize "str_crafting_failed",_itemName], "PLAIN DOWN"];
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//sleep 2;
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};
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};
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} forEach _output;
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};
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};
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};
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