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Group sounds and zombie calls
dayz_zombieSpeak and player_alertZombies are called often together or should be. fnc_alertZombies groups them together and uses the given parameters. This streamlines and corrects the missing or incorrect calls from dayz_zombieSpeak or player_alertZombies.
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@@ -2,11 +2,11 @@
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DayZ Base Building Upgrades
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Made for DayZ Epoch please ask permission to use/edit/distribute email vbawol@veteranbastards.com.
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*/
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private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_finished","_playerNear"];
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_finished","_playerNear"];
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player removeAction s_player_downgrade_build;
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s_player_downgrade_build = 1;
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@@ -33,7 +33,7 @@ if ((count _upgrade) > 0) then {
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_newclassname = _upgrade select 0;
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_refund = _upgrade select 1;
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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[player,(getPosATL player),40,"repair"] spawn fnc_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {};
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