mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
code optimization, bugs, improvements
This commit is contained in:
@@ -33,7 +33,7 @@ DZE_buildItem = _this; //This is a magazine! It's global to allow access to it f
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//Check illegal player states. Returns [_isFine] string
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[] call player_build_states;
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//check for nearby requirements (campfire, workshop, fueltank). Returns [_reason] string
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//check for nearby requirements (campfire, workshop, fueltank).
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[] call player_build_needNearby;
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//check config files and gather info about item (if using custom buildables, make your own similar function instead).
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@@ -71,10 +71,9 @@ _hasrequireditem = _hasRequired select 0; //bool
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//define items collected from function
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_location1 = _buildObject select 0; //array
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_object = _buildObject select 1; //Obj
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_position = _buildObject select 2; // array
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_objectHelper = _buildObject select 3; //Obj
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_objectHelper = _buildObject select 2; //Obj
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_controls = [_object, _isAllowedUnderGround, _location1, _position, _objectHelper] call player_build_controls;
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_controls = [_object, _isAllowedUnderGround, _location1, _objectHelper] call player_build_controls;
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//define items collected from function
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_cancel = _controls select 0; //bool
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@@ -3,8 +3,7 @@ private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdi
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_object = _this select 0;
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_isAllowedUnderGround = _this select 1;
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_location1 = _this select 2;
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_position = _this select 3;
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_objectHelper = _this select 4;
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_objectHelper = _this select 3;
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_passArray = [];
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@@ -15,6 +14,7 @@ _reason = "";
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_dir = getDir player; //required to pass direction when building
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helperDetach = false;
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_canDo = (!r_drag_sqf and !r_player_unconscious);
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_position = [_objectHelper] call FNC_GetPos;
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while {_isOk} do {
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@@ -55,35 +55,26 @@ while {_isOk} do {
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if (DZE_4) then {
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_rotate = true;
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DZE_4 = false;
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if (helperDetach) then {
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_dir = -45;
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} else {
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_dir = 180;
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};
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_dir = -45;
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};
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if (DZE_6) then {
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_rotate = true;
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DZE_6 = false;
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if (helperDetach) then {
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_dir = 45;
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} else {
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_dir = 0;
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};
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_dir = 45;
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};
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if (DZE_F and _canDo) then {
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if (helperDetach) then {
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_objectHelperDir = getDir _objectHelper;
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_objectHelper attachTo [player];
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_objectHelper setDir _objectHelperDir-(getDir player);
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helperDetach = false;
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if (helperDetach) then {
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_objectHelperDir = getDir _objectHelper;
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_objectHelper attachTo [player];
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_objectHelper setDir _objectHelperDir-(getDir player);
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helperDetach = false;
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} else {
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_objectHelperPos = getPosATL _objectHelper;
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detach _objectHelper;
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_objectHelper setPosATL _objectHelperPos;
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_objectHelperDir = getDir _objectHelper;
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_objectHelper setVelocity [0,0,0]; //fix sliding glitch
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helperDetach = true;
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_objectHelperDir = getDir _objectHelper;
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detach _objectHelper;
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[_objectHelper] call FNC_GetSetPos;
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_objectHelper setVelocity [0,0,0]; //fix sliding glitch
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helperDetach = true;
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};
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DZE_F = false;
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};
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@@ -91,21 +82,26 @@ while {_isOk} do {
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if(_rotate) then {
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if (helperDetach) then {
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_objectHelperDir = getDir _objectHelper;
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_objectHelperPos = getPosATL _objectHelper;
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_objectHelper setDir _objectHelperDir+_dir;
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_objectHelper setPosATL _objectHelperPos;
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[_objectHelper] call FNC_GetSetPos;
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} else {
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_objectHelper setDir _dir;
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_objectHelper setPosATL _position;
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detach _objectHelper;
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_objectHelperDir = getDir _objectHelper;
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_objectHelper setDir _objectHelperDir+_dir;
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[_objectHelper] call FNC_GetSetPos;
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_objectHelperDir = getDir _objectHelper;
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_objectHelper attachTo [player];
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_objectHelper setDir _objectHelperDir-(getDir player);
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};
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};
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if(_zheightchanged) then {
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if (!helperDetach) then {
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detach _objectHelper;
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_objectHelperDir = getDir _objectHelper;
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};
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_position = getPosATL _objectHelper;
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_position = [_objectHelper] call FNC_GetPos;
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if(_zheightdirection == "up") then {
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_position set [2,((_position select 2)+0.1)];
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@@ -134,30 +130,32 @@ while {_isOk} do {
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_objHDiff = _objHDiff - 0.01;
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};
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_objectHelper setDir (getDir _objectHelper);
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if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
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_position set [2,0];
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};
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_objectHelper setPosATL _position;
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if (surfaceIsWater _position) then {
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_objectHelper setPosASL _position;
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} else {
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_objectHelper setPosATL _position;
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};
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if (!helperDetach) then {
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_objectHelper attachTo [player];
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_objectHelper setDir _objectHelperDir-(getDir player);
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};
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};
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sleep 0.5;
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_location2 = getPosATL player;
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_objectHelperPos = getPosATL _objectHelper;
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_location2 = [player] call FNC_GetPos;
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_objectHelperPos = [_objectHelper] call FNC_GetPos;
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if(DZE_5) exitWith {
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_isOk = false;
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_position = [_object] call FNC_GetPos;
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detach _object;
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_position = getPosATL _object;
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_dir = getDir _object;
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deleteVehicle _object;
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detach _objectHelper;
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deleteVehicle _objectHelper;
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@@ -1,10 +1,10 @@
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// disallow building if too many objects are found within 30m (by default)
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private ["_cnt"];
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private ["_cnt","_pos"];
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_cnt = count ((getPosATL player) nearObjects ["All",DZE_checkNearbyRadius]);
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_pos = [player] call FNC_GetPos;
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_cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]);
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if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
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DZE_ActionInProgress = false;
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cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
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};
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_cnt //returns amount of total objects found nearby
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@@ -1,5 +1,5 @@
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//create an object for default build system style
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private ["_passArray","_classname","_enableGhost","_ghost","_location","_location1","_dir","_object","_position","_objectHelper","_helperColor"];
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private ["_passArray","_classname","_enableGhost","_ghost","_location1","_dir","_object","_objectHelper","_helperColor"];
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_classname = _this select 0;
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_ghost = _this select 1;
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@@ -7,11 +7,10 @@ _offset = _this select 2;
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_enableGhost = _this select 3; //pass false trough args if not using ghost preview
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_passArray = [];
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_location = [0,0,0]; //create object in debug zone first
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_objectHelper = objNull;
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// get inital players position
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_location1 = getPosATL player;
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_location1 = [player] call FNC_GetPos;
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// if enabled, use ghost preview where available
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if (_enableGhost) then {
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@@ -20,19 +19,19 @@ if (_enableGhost) then {
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};
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};
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_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
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_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; //object preview, not an actual object that will be built
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_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
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_objectHelper = "Sign_sphere10cm_EP1" createVehicle [0,0,0];
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_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
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_objectHelper setobjecttexture [0,_helperColor];
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_objectHelper attachTo [player,_offset];
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_object attachTo [_objectHelper,[0,0,0]];
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_position = getPosATL _objectHelper;
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if (isClass (configFile >> "SnapBuilding" >> _classname)) then {
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["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
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};
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_passArray = [_location1,_object,_position,_objectHelper];
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_passArray = [_location1,_object,_objectHelper];
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_passArray //[array,obj,array]
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@@ -1,17 +1,17 @@
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if(!DZE_ActionInProgress) exitWith {};
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//disallow building if required items (defined in config) are not found nearby
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private ["_abort","_reason","_distance","_needNear","_isNear"];
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private ["_abort","_reason","_distance","_needNear","_isNear","_pos"];
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_abort = false; //do not abort by default
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_reason = ""; // define to avoid RPT errors
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_needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActions" >> "Build" >> "neednearby");
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_pos = [player] call FNC_GetPos;
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{
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switch(_x) do{
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case "fire":
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{
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_distance = 3;
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_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
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_isNear = {inflamed _x} count (_pos nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fire";
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@@ -20,7 +20,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActi
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case "workshop":
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{
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_distance = 3;
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_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
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_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "workshop";
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@@ -29,7 +29,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActi
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case "fueltank":
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{
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_distance = 30;
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_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
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_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fuel tank";
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@@ -41,4 +41,4 @@ _needNear = getArray (configFile >> "CfgMagazines" >> DZE_buildItem >> "ItemActi
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if (_abort) exitWith {
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cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
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DZE_ActionInProgress = false;
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};
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};
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@@ -48,8 +48,11 @@ if(!_cancel) then {
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_location set [2,0]; //reset Z axis to zero (above terrain)
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};
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_tmpbuilt setPosATL _location; //update position passed from args or previous if statement
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if (surfaceIsWater _location) then {
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_tmpbuilt setPosASL _location;
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} else {
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_tmpbuilt setPosATL _location;
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};
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cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
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@@ -57,26 +57,18 @@ fnc_initSnapPoints = {
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};
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fnc_initSnapPointsNearby = {
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_pos = getPosATL _object;
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_findWhitelisted = []; _pointsNearby = []; _waterBase = 0;
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_onWater = surfaceIsWater position player;
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if (_onWater) then { _waterBase = (getPosATL player select 2);};
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_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange + _waterBase)]-[_object];
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_pos = [_object] call FNC_GetPos;
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_findWhitelisted = []; _pointsNearby = [];
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_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
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snapGizmosNearby = [];
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{
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_nearbyObject = _x;
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_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
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{
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_onWater = surfaceIsWater position _nearbyObject;
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_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
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_objectSnapGizmo setobjecttexture [0,_objColorInactive];
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_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
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if (_onWater) then {
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_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
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} else {
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_objectSnapGizmo setPosATL _posNearby;
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};
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_objectSnapGizmo setDir (getDir _nearbyObject);
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_objectSnapGizmo setDir ((getDir _nearbyObject)-45);
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_objectSnapGizmo attachTo [_nearbyObject,[_x select 0,_x select 1,_x select 2]];
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snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
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} count _pointsNearby;
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} forEach _findWhitelisted;
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@@ -84,7 +76,7 @@ fnc_initSnapPointsNearby = {
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fnc_initSnapPointsCleanup = {
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{detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[];
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{deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
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{detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
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snapActionState = "OFF";
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};
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@@ -94,12 +86,7 @@ fnc_snapDistanceCheck = {
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_distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0;
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{
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if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];};
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_onWater = surfaceIsWater position _x;
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if (_onWater) then {
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_testXPos = [(getPosASL _x select 0),(getPosASL _x select 1),(getPosASL _x select 2)];
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} else {
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_testXPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
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};
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_testXPos = [_x] call FNC_GetPos;
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_distCheck = _objectHelper distance _testXPos;
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_distClosestPoint = _x;
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if (_distCheck < _distClosest) then {
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@@ -121,7 +108,7 @@ fnc_snapDistanceCheck = {
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} else {
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_distClosestPointFoundPos = getPosATL _distClosestPointFound;
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_objectHelper setPosATL _distClosestPointFoundPos;
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};
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};
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_objectHelper setDir _distClosestPointFoundDir;
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waitUntil {sleep 0.1; !helperDetach};
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};
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@@ -129,12 +116,7 @@ fnc_snapDistanceCheck = {
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_distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = [];
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{
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if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];};
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_onWater = surfaceIsWater position _x;
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if (_onWater) then {
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_testXPos = [(getPosASL _x select 0),(getPosASL _x select 1),(getPosASL _x select 2)];
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} else {
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_testXPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
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};
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_testXPos = [_x] call FNC_GetPos;
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_distCheckAttached = _distClosestPointFound distance _testXPos;
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_distClosestPoint = _x;
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if (_distCheckAttached < _distClosest) then {
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@@ -285,10 +267,11 @@ switch (snapActionState) do {
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_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
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detach _object;
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detach _objectHelper;
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_objectHelper setDir (getDir _object);
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_objectHelper setPosATL _newPos;
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_object attachTo [_objectHelper];
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_x setobjecttexture [0,_objColorActive];
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if (!helperDetach) then {_objectHelper attachTo [player];};
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if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));};
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};
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_cnt = _cnt+1;
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}count snapGizmos;
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