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