Cleanup Files

This commit is contained in:
Skaronator
2014-02-23 18:19:31 +01:00
parent 54ebc8aac0
commit 945ad16332
8 changed files with 1 additions and 321 deletions

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@@ -1,137 +0,0 @@
/*
DayZ Enhanced ChopWood
Usage: spawn player_chopWood;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_isOk","_objName","_finished","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree","_finishedTime","_item"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_53") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
if((currentWeapon player) != "MeleeHatchet_DZE") exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_54"), "PLAIN DOWN"]; };
// allowed trees list move this later
_trees = DZE_trees;
//_item = _this;
call gear_ui_init;
_findNearestTree = [];
{
if("" == typeOf _x) then {
if (alive _x) then {
_objName = _x call DZE_getModelName;
// Exit since we found a tree
if (_objName in _trees) exitWith {
_findNearestTree set [(count _findNearestTree),_x];
};
};
};
} foreach nearestObjects [getPos player, [], 20];
//diag_log format["DEBUG TREES: %1", _findNearestTree];
if (count(_findNearestTree) >= 1) then {
closeDialog 1;
_tree = _findNearestTree select 0;
// get 2d distance
_distance2d = [player, _tree] call BIS_fnc_distance2D;
_distance3d = player distance _tree;
if(_distance2d <= 5) then {
_countOut = ceil(_distance3d-_distance2d);
//diag_log format["DEBUG TREE DISTANCE: %1 - %2 = %3", _distance3d,_distance2d,(_distance3d-_distance2d)];
// Start chop tree loop
_counter = 0;
_isOk = true;
_proceed = false;
while {_isOk} do {
closeDialog 1;
// player playActionNow "Medic";
player playActionNow "GestureSwing";
[player,"chopwood",0,false] call dayz_zombieSpeak;
[player,20,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
r_doLoop = true;
_finished = false;
_finishedTime = diag_tickTime+3;
while {r_doLoop} do {
if (diag_tickTime >= _finishedTime) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
cutText [format[(localize "str_epoch_player_147"), _counter, _countOut], "PLAIN DOWN"];
if(_counter == _countOut) exitWith {
_isOk = false;
_proceed = true;
sleep 1;
};
};
if (_proceed) then {
_itemOut = "PartWoodPile";
_item = createVehicle ["WeaponHolder", getPosATL player, [], 1, "CAN_COLLIDE"];
_item addMagazineCargoGlobal [_itemOut,_countOut];
player reveal _item;
// chop down tree
if("" == typeOf _tree) then {
_tree setDamage 1;
};
//diag_log format["DEBUG TREE DAMAGE: %1", _tree];
cutText [format[(localize "str_epoch_player_148"), _countOut], "PLAIN DOWN"];
player action ["Gear", _item];
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_55"), "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
DZE_ActionInProgress = false;

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@@ -1,27 +0,0 @@
private ["_item","_config","_onLadder","_consume","_meleeNum","_bag"];
_item = _this;
_config = configFile >> "CfgWeapons" >> _item;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {cutText [(localize "str_player_21") , "PLAIN DOWN"]};
call gear_ui_init;
_consume = ([] + getArray (_config >> "magazines")) select 0;
_meleeNum = ({_x == _consume} count magazines player);
for "_i" from 1 to _meleeNum do {
player removeMagazine _consume;
};
player removeWeapon _item;
if (_item == "MeleeHatchet_DZE") then {_item = "ItemHatchet_DZE";};
if (_item == "MeleeCrowbar") then {_item = "MeleeCrowbar";};
if (_item == "MeleeMachete") then {_item = "ItemMachete";};
//if (_item == "MeleeFishingPole") then {_item = "MeleeFishingPole";};
//if (_item == "MeleeSledge") then {_item = "MeleeSledge";};
_bag = createVehicle [format["WeaponHolder_%1",_item],getPosATL player,[], 0, "CAN_COLLIDE"];
_bag setdir (getDir player);
player reveal _bag;