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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Feature/1078 will remove key after sell vehicle
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@@ -1,4 +1,4 @@
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private ["_veh","_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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private ["_veh","_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","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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@@ -214,8 +214,9 @@ if (_finished) then {
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};
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};
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_objectCharacterId = _obj getVariable ["CharacterID","0"];
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_notSetup = (_objectID == "0" && _objectUID == "0");
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@@ -223,8 +224,6 @@ if (_finished) then {
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if(_okToSell) then {
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//if(_objectID != "0" && _objectUID != "0") then {
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PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer];
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@@ -232,6 +231,17 @@ if (_finished) then {
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deleteVehicle _obj;
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// remove Key
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_temp_keys = [];
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_keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
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{
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if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
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if (getNumber(configFile >> "CfgWeapons" >> _x >> "keyid") == _objectCharacterId) then {
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[_activatingPlayer,_x] call BIS_fnc_invRemove;
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};
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};
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} forEach (items _activatingPlayer);
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// payout
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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