mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Make minor change to fn_waitForObject.sqf
This commit is contained in:
@@ -1,7 +1,6 @@
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private ["_weaponsToBuy","_backpacksToBuy","_toolsToBuy","_sidearmToBuy","_primaryToBuy","_priceToBuy"
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,"_enoughMoney","_myMoney","_canBuy","_moneyInfo","_count","_success","_toolClasses","_itemsToLog"
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,"_tCost","_bTotal","_backpack","_pistolMagsToBuy","_regularMagsToBuy","_hasPrimary","_p","_toolAmounts"
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,"_near"];
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,"_tCost","_bTotal","_backpack","_pistolMagsToBuy","_regularMagsToBuy","_hasPrimary","_p","_toolAmounts"];
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if (count Z_BuyingArray < 1) exitWith { systemChat localize "STR_EPOCH_TRADE_BUY_NO_ITEMS"; };
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@@ -149,8 +148,7 @@ if (_enoughMoney) then {
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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if (_buyingType in DZE_tradeVehicleKeyless) then {
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,"0",_activatingPlayer];
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
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private ["_sign","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -129,8 +129,7 @@ if (_finished) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
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private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -106,8 +106,7 @@ if (_qty >= _qty_in) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -134,8 +134,7 @@ if (_finished) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -112,8 +112,7 @@ if (_qty >= _qty_in) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -133,8 +133,7 @@ if (_finished) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done","_near"];
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private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -132,8 +132,7 @@ if (_finished) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,0,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -1,4 +1,4 @@
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear","_near"];
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -119,8 +119,7 @@ if (_qty >= _qty_in) then {
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//place vehicle spawn marker (local)
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal _location;
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_location = [_sign] call FNC_GetPos;
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_near = nearestObjects [player,[_part_out],50];
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[_part_out,_sign,_near] spawn fn_waitForObject;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -4,25 +4,30 @@
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Parameters:
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_this select 0: string - object class name to reveal
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_this select 1: object - sign object or ObjNull if none
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_this select 2: array - result of (nearestObjects [player,[_class],50]) before call to spawn object
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_this select 1: object - sign object or objNull if none
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["objectClassName", objNull, []] spawn fn_waitForObject;
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["objectClassName", objNull] call fn_waitForObject;
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*/
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private ["_class","_sign","_near"];
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_class = _this select 0;
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_sign = _this select 1;
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_near = _this select 2;
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_near = count (nearestObjects [player,[_class],50]);
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waitUntil {
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uiSleep 1;
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(count (nearestObjects [player,[_class],50]) != count _near)
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};
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[_class,_sign,_near] spawn {
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_class = _this select 0;
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_sign = _this select 1;
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_near = _this select 2;
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if (!isNull _sign) then {
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deleteVehicle _sign;
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};
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waitUntil {
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uiSleep 1;
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(count (nearestObjects [player,[_class],50]) != _near)
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};
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{player reveal _x;} count (nearestObjects [player,[_class],50]);
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if (!isNull _sign) then {
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deleteVehicle _sign;
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};
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{player reveal _x;} count (nearestObjects [player,[_class],50]);
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};
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@@ -3,7 +3,7 @@
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Usage: [_obj] spawn player_unlockVault;
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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 ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType","_near"];
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private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -42,8 +42,7 @@ if (!isNull _obj) then {
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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_near = nearestObjects [player,[_lockedClass],50];
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[_lockedClass,objNull,_near] spawn fn_waitForObject;
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[_lockedClass,objNull] call fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,1];
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publicVariableServer "PVDZE_handleSafeGear";
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@@ -1,7 +1,7 @@
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/*
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[_obj] spawn player_packVault;
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*/
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private ["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_packedClass","_text","_playerNear","_near"];
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private ["_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_packedClass","_text","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_15" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -56,8 +56,7 @@ if (!isNull _obj && alive _obj) then {
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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_near = nearestObjects [player,[_packedClass],50];
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[_packedClass,objNull,_near] spawn fn_waitForObject;
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[_packedClass,objNull] call fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,2];
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publicVariableServer "PVDZE_handleSafeGear";
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@@ -3,7 +3,7 @@
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Usage: [_obj] spawn player_unlockVault;
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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 ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch","_near"];
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private ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -58,8 +58,7 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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_near = nearestObjects [player,[_unlockedClass],50];
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[_unlockedClass,objNull,_near] spawn fn_waitForObject;
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[_unlockedClass,objNull] call fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,0];
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publicVariableServer "PVDZE_handleSafeGear";
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