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Fix errors from #1689 localization
@Adaptivity - STR_EPOCH_WALLWITHDOORLOCKED_DESC string was missing - I see no reason STR_EPOCH_PLOTDEED_ACTION was renamed to a less descriptive name, and it was missing the German translation from the old one, so I changed it back - These build actions in fn_selfActions are for vanilla building. They shouldn't be in the Epoch package. I renamed them and submitted them to vanilla too.
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@@ -563,7 +563,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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// open Gate
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if (_isGate && _isClosed && _isUnlocked && _canDo) then {
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if (s_player_openGate < 0) then {
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s_player_openGate = player addAction [localize "STR_EPOCH_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Open"], 1, true, true];
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s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Open"], 1, true, true];
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};
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} else {
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player removeAction s_player_openGate;
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@@ -572,7 +572,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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// Close Gate
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if (_isGate && _isOpen && _isUnlocked && _canDo) then {
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if (s_player_CloseGate < 0) then {
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s_player_CloseGate = player addAction [localize "STR_EPOCH_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Close"], 1, true, true];
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s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Close"], 1, true, true];
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};
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} else {
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player removeAction s_player_CloseGate;
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@@ -581,7 +581,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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// Set
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if ((_isHouse or _isLockableGate) && (_ownerPID == (getPlayerUID player)) && !_isUnlocked && _isClosed && _canDo) then {
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if (s_player_setCode < 0) then {
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s_player_setCode = player addAction [localize "STR_EPOCH_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Set"], 1, true, true];
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s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Set"], 1, true, true];
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};
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} else {
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player removeAction s_player_setCode;
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@@ -590,7 +590,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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//Lock Build point
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if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && !_ownerBuildLock && _canDo) then {
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if (s_player_BuildLock < 0) then {
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s_player_BuildLock = player addAction [localize "STR_EPOCH_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildLock"], 1, true, true];
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s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildLock"], 1, true, true];
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};
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} else {
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player removeAction s_player_BuildLock;
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@@ -599,7 +599,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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//UnLock Build point
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if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && _ownerBuildLock && _canDo) then {
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if (s_player_BuildUnLock < 0) then {
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s_player_BuildUnLock = player addAction [localize "STR_EPOCH_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildUnLock"], 1, true, true];
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s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildUnLock"], 1, true, true];
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};
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} else {
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player removeAction s_player_BuildUnLock;
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@@ -608,7 +608,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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// Unlock Gate/House
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if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed && _canDo) then {
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if (s_player_unlockhouse < 0) then {
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s_player_unlockhouse = player addAction [localize "STR_EPOCH_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Unlock"], 1, true, true];
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s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Unlock"], 1, true, true];
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};
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} else {
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player removeAction s_player_unlockhouse;
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@@ -617,7 +617,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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// Lock Gate/House
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if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed && _canDo) then {
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if (s_player_lockhouse < 0) then {
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s_player_lockhouse = player addAction [localize "STR_EPOCH_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Lock"], 1, true, true];
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s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Lock"], 1, true, true];
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};
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} else {
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player removeAction s_player_lockhouse;
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@@ -626,7 +626,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
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//Break In
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if ((_isHouse or _isLockableGate) && (_ownerPID != (getPlayerUID player)) && !_isUnlocked && _canDo) then {
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if (s_player_breakinhouse < 0) then {
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s_player_breakinhouse = player addAction [localize "STR_EPOCH_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",cursorTarget, 1, true, true];
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s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",cursorTarget, 1, true, true];
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};
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} else {
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player removeAction s_player_breakinhouse;
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