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.
This commit is contained in:
AirwavesMan
2020-09-12 01:30:45 +02:00
parent a456c948f5
commit 9ad86a84a3
35 changed files with 193 additions and 205 deletions

View File

@@ -1,8 +1,8 @@
private ["_item","_config","_pos","_onLadder","_create","_finished","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_56" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_item","_config","_pos","_onLadder","_create","_finished","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
_item = _this;
_config = configFile >> "cfgWeapons" >> _item;
@@ -26,9 +26,8 @@ call gear_ui_init;
_hasTinBar = "ItemTinBar" in magazines player;
if (!_hasTinBar) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_59" call dayz_rollingMessages;};
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,_pos] spawn player_alertZombies;
[player,(getPosATL player),20,"repair"] spawn fnc_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
if (_finished) then {