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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
1.0.7 Updates - variables.sqf, compiles.sqf, and publicEH.sqf (#2041)
* Move PVCDZ_OpenTarget_Reset to client only * Move some functions to client only fnc_usec_damageHandler, dayz_inflame_showMenu, dayz_inflame_showMenu_other, DZ_KeyDown_EH, dayz_EjectPlayer compiled on client only. * Upload the reorganized variables.sqf * Update Changelog
This commit is contained in:
@@ -32,5 +32,8 @@
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[UPDATED] Added night vision mode back to DMR_DZ and M4SPR_DZE after it was removed with the 2018-04-05 A2OA CorePatch (d6cf707) @ebayShopper
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[UPDATED] All M32 grenades using one inventroy slot now. (cc85067) @AirwavesMan
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[UPDATED] The Czech Vest Pouch can carry one weapon now. This was changed to be more intuitive and to avoid disappearing weapons. (f7ea9cb) @AirwavesMan
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[UPDATED] Old/unused variables removed from variables.sqf. Entire file reorganized. (4accdee) @worldwidesorrow
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[UPDATED] Functions fnc_usec_damageHandler, dayz_inflame_showMenu, dayz_inflame_showMenu_other, DZ_KeyDown_EH, dayz_EjectPlayer compiled on client only - compiles.sqf. (7613e3a) @worldwidesorrow
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[UPDATED] "PVCDZ_OpenTarget_Reset" moved to client only - publicEH.sqf. (58a98b7) @worldwidesorrow
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[INFO] Synced with DayZMod upstream up to commit fe063a8
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@@ -206,6 +206,7 @@ if (!isDedicated) then {
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player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf";
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player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
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FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
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fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
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// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
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@@ -613,6 +614,80 @@ if (!isDedicated) then {
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if (!DZE_ConfigTrader) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_hiveTrading.sqf";};
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// recent murders menu
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderBoard.sqf";
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dayz_inflame_showMenu = {
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private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"];
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_object = _this select 0;
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_whatIwant = _this select 1;
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_ret = false;
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_islit = (inflamed _object);
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_hasTool = false;
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if (!_islit) then {
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{
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if (_x in items player) exitWith { _hasTool = true; };
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} count DayZ_Ignitors;
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};
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_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
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_ret
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};
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dayz_reduceItems = {
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private ["_item","_class","_amount","_qtyRemaining"];
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_item = _this select 0; //Item in current inventory.
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_class = _this select 1; //Class type to use.
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//Does player have the original item? (Not Really needed player_useMeds checks)
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if (_item in magazines player) exitWith {
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//Amount in current box (will be -1 for a random chance to start the reducing)
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_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");
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//Item to move too if there is some left
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_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
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//Only run for the random amount.
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if (_amount == -1) then {
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//Chance to start the reduction
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if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
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player removeMagazine _item;
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player addMagazine _qtyRemaining;
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};
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} else {
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player removeMagazine _item;
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player addMagazine _qtyRemaining;
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};
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};
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true
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};
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dayz_inflame_showMenu_other = {
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private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"];
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_fireplace = _this select 0;
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_whatIwant = _this select 1;
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_ret = false;
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// return a boolean. true <=> player can put out the lit fire, can light a fire with match
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_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
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_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
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_islit = !(isNull _flame) && {(inflamed _flame)};
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_hasTool = false;
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if (!_islit) then {
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{
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if (_x in items player) exitWith { _hasTool = true; };
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} count DayZ_Ignitors;
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};
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_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
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//systemChat str [_flame, _hasTool, _islit, _ret];
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_ret
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};
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DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf";
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dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf";
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};
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//Both
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@@ -629,7 +704,6 @@ object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\o
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object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
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object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
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//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
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fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
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// Vehicle damage fix
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fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
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fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
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@@ -663,10 +737,10 @@ fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile
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fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
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fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fence_handleDam.sqf";
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object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
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DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf";
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fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
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zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
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//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\achievements_init.sqf"; //start achievements_init
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if (dayz_townGenerator) then {
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
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@@ -682,7 +756,6 @@ BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\co
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BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf";
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local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
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FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf";
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dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf";
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dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf";
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player_sumMedical = {
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@@ -719,35 +792,6 @@ player_sumMedical = {
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_medical
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};
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dayz_reduceItems = {
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private ["_item","_class","_amount","_qtyRemaining"];
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_item = _this select 0; //Item in current inventory.
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_class = _this select 1; //Class type to use.
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//Does player have the original item? (Not Really needed player_useMeds checks)
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if (_item in magazines player) exitWith {
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//Amount in current box (will be -1 for a random chance to start the reducing)
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_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");
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//Item to move too if there is some left
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_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
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//Only run for the random amount.
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if (_amount == -1) then {
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//Chance to start the reduction
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if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
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player removeMagazine _item;
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player addMagazine _qtyRemaining;
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};
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} else {
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player removeMagazine _item;
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player addMagazine _qtyRemaining;
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};
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};
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true
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};
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dayz_inflame = {
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private "_object";
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_object = _this select 0;
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@@ -759,26 +803,6 @@ dayz_inflame = {
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};
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};
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dayz_inflame_showMenu = {
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private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"];
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_object = _this select 0;
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_whatIwant = _this select 1;
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_ret = false;
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_islit = (inflamed _object);
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_hasTool = false;
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if (!_islit) then {
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{
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if (_x in items player) exitWith { _hasTool = true; };
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} count DayZ_Ignitors;
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};
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_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
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_ret
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};
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dayz_inflame_other = {
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private ["_fireplace","_ret","_flame","_islit","_isLit","_pos"];
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@@ -806,28 +830,6 @@ dayz_inflame_other = {
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};
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};
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dayz_inflame_showMenu_other = {
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private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"];
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_fireplace = _this select 0;
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_whatIwant = _this select 1;
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_ret = false;
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// return a boolean. true <=> player can put out the lit fire, can light a fire with match
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_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
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_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
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_islit = !(isNull _flame) && {(inflamed _flame)};
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_hasTool = false;
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if (!_islit) then {
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{
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if (_x in items player) exitWith { _hasTool = true; };
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} count DayZ_Ignitors;
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};
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_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
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//systemChat str [_flame, _hasTool, _islit, _ret];
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_ret
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};
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isInflamed = {
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private "_flame";
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@@ -9,7 +9,6 @@
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"PVCDZ_obj_GutBody" addPublicVariableEventHandler {(_this select 1) spawn local_gutObject};
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"PVCDZ_veh_SetFuel" addPublicVariableEventHandler {(_this select 1) spawn local_setFuel};
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"PVCDZ_veh_engineSwitch" addPublicVariableEventHandler {(_this select 1) spawn dayz_engineSwitch};
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"PVCDZ_OpenTarget_Reset" addPublicVariableEventHandler { OpenTarget_Time = diag_tickTime; }; //reset OpenTarget timer
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// EPOCH ADDITIONS
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"PVDZE_veh_Lock" addPublicVariableEventHandler {(_this select 1) call local_lockUnlock};
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@@ -268,6 +267,7 @@ if (!isDedicated) then {
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"PVCDZ_hlt_Transfuse_completed" addPublicVariableEventHandler {player setVariable["TransfusionCompleted",true]; };
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"PVCDZ_hlt_PainK" addPublicVariableEventHandler {(_this select 1) call player_medPainkiller};
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"PVCDZ_hlt_AntiB" addPublicVariableEventHandler {(_this select 1) call player_medAntiBiotics};
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"PVCDZ_OpenTarget_Reset" addPublicVariableEventHandler { OpenTarget_Time = diag_tickTime; }; //reset OpenTarget timer
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"PVCDZ_plr_Legs" addPublicVariableEventHandler {
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_entity = (_this select 1) select 0;
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