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https://github.com/EpochModTeam/DayZ-Epoch.git
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Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose. It is also pointless to keep an action count tally like r_action_count was doing, since it is only ever checked for being 0 or 1. Any count higher or lower than that is irrelevant. I will make this change in vanilla too.
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@@ -1,6 +1,6 @@
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private ["_item","_type","_hasHarvested","_config","_knifeArray","_playerNear","_isListed","_activeKnife","_text","_sharpnessRemaining","_qty","_chance","_string"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_31" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_31" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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_item = _this select 3;
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_type = typeOf _item;
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@@ -11,14 +11,14 @@ player removeAction s_player_butcher;
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s_player_butcher = -1;
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_playerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {localize "str_pickup_limit_5" call dayz_rollingMessages; DZE_ActionInProgress = false;};
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if (_playerNear) exitWith {localize "str_pickup_limit_5" call dayz_rollingMessages; dayz_actionInProgress = false;};
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//Count how many active tools the player has
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{
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if (_x in items player) then {_knifeArray set [count _knifeArray, _x];};
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} count Dayz_Gutting;
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if ((count _knifeArray) < 1) exitWith {format[localize "str_missing_to_do_this",localize "STR_EQUIP_NAME_4"] call dayz_rollingMessages; DZE_ActionInProgress = false; };
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if ((count _knifeArray) < 1) exitWith {format[localize "str_missing_to_do_this",localize "STR_EQUIP_NAME_4"] call dayz_rollingMessages; dayz_actionInProgress = false; };
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if ((count _knifeArray > 0) && !_hasHarvested) then {
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private "_qty";
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@@ -80,4 +80,4 @@ if ((count _knifeArray > 0) && !_hasHarvested) then {
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uiSleep 0.02;
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_string call dayz_rollingMessages;
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};
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DZE_ActionInProgress = false;
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dayz_actionInProgress = false;
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