Compiles more or less done

This commit is contained in:
icomrade
2016-02-27 16:48:21 -05:00
parent 18c9e72e15
commit e418e921c5
3 changed files with 706 additions and 191 deletions

View File

@@ -31,4 +31,17 @@ WeaponHolder_MeleeCrowbar
REMOVE TOOL BREAKING, IT'S STUPID
building_spawnLoot_Legacy
building_spawnZombies_Legacy
building_spawnZombies_Legacy
player_craftItem_DZV = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
COMPILES NOT DONE - LEFT OFF AT LOS_CHECK
dayz_lowHumanity //HEARBEAT SOUND
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
ARE NO MORE, USE BELOW!! ACTUALLY IT MAY BE EASIER TO JUST RENAME THE BELOW TO ABOVE?
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";

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@@ -0,0 +1,21 @@
// Server only
if (isDedicated) then {
achievementNewDB = true; // true = object_data table (1.8.x), false = instance_deployable table (1.7.x)
call compile preprocessFileLineNumbers "\z\addons\dayz_code\achievements\achievementsServer.sqf";
"achievement" addPublicVariableEventHandler {[_this select 1] call achievementServer};
};
// Client only
if (!isDedicated) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\achievements\achievements.sqf";
// Allow server events to trigger the OSD
"achievementClientPV" addPublicVariableEventHandler {[_this select 1] call achievementClientMsg};
// Start the mustyMonitor
[] execVM "\z\addons\dayz_code\achievements\achievementsMonitor.sqf";
};

View File

@@ -1,21 +1,30 @@
/*
FUNCTION COMPILES
*/
//Player only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
pvs_processSetAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processSetAccessCode.sqf";
};
if (!isDedicated) then {
"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_padlock.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; //fnc to drop items. _item call fn_dropItem;
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
spawn_flies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
fnc_usec_upgradeActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_upgradeActions.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
//player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
@@ -53,6 +62,9 @@ if (!isDedicated) then {
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
@@ -63,12 +75,18 @@ if (!isDedicated) then {
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
//USE THE ONE IN /ACTIONS //player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
player_Bubble = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_Bubble.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
object_dismantle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_dismantle.sqf";
//GetOut
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
@@ -77,6 +95,8 @@ if (!isDedicated) then {
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieSwarmAttack.sqf";
//zombie_generateSwarm = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\swarm_generate.sqf";
pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
@@ -85,20 +105,32 @@ if (!isDedicated) then {
//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_createstash = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createstash.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_drinkWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drinkWater.sqf"; //1.8.7
player_consume = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_consume.sqf"; //1.8.7
player_emptyContainer = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_emptyContainer.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_useAttchment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useAttchment.sqf";
player_attachAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_attachAttachment.sqf";
player_removeAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_removeAttachment.sqf";
player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
if (DZE_modularBuild) then {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
player_build_countNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_countNearby.sqf";
@@ -114,15 +146,25 @@ if (!isDedicated) then {
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_switchWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
//player_switchWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
player_fixBottle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixBottle.sqf";
player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
player_fixHatchet = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixTools.sqf";
player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf";
player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
@@ -133,10 +175,30 @@ if (!isDedicated) then {
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
//playerstats
horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
infectedcamps = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_infectedcamps.sqf";
//Crafting
fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
player_craftItem_DZV = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_craftItemGUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemGUI.sqf";
player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_upgradeFireplace.sqf";
fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "if (!isNil 'init_keyboard') then { [] spawn init_keyboard; }; dayz_preloadFinished = true;";
@@ -215,13 +277,14 @@ if (!isDedicated) then {
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
// diag_log ("VAL: " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
//diag_log ("VAL: " + str(_this));
_maxDis = 0.1 max _maxDis;
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
@@ -251,23 +314,36 @@ if (!isDedicated) then {
_ctrlDogWater ctrlShow false
};
dayz_angleCheck = {
private ["_degree","_tPos","_zPos","_inAngle"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_inAngle = false;
_tPos = (getPosASL _target);
_zPos = (getPosASL _agent);
_eyeDir = (direction _agent);
_inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
_inAngle
};
dayz_losCheck = {
private["_target","_agent","_cantSee"];
private "_cantSee";
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;
_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];
if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if ((!isNull _target) and (!isNull _agent)) then {
private ["_tPos","_zPos"];
_tPos = eyePos _target;
_zPos = eyePos _agent;
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)];
//diag_log ("terrainIntersectASL: " + str(_cantSee));
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
_cantSee = lineIntersects [(eyePos _target), (eyePos _agent)];
//diag_log ("lineIntersects: " + str(_cantSee));
};
};
};
@@ -357,11 +433,75 @@ if (!isDedicated) then {
_dialog
};
dayz_NutritionSystem = {
private ["_type","_baseRegen","_nutrition","_calorieCount","_hungerCount","_thirstCount","_tempCount","_Thirst","_Hunger","_bloodregen","_golbalNutrition"];
//["type",regen,[NutritionTable,thirst(Working Class),hunger(Working Class)]]
//info to be added
_type = _this select 0;
_baseRegen = _this select 1;
_nutrition = _this select 2;
//Nutrition array
_calorieCount = ((_this select 2) select 0);
//gain
_hungerCount = ((_this select 2) select 1);
_thirstCount = ((_this select 2) select 2);
_tempCount = ((_this select 2) select 3);
//3610 is based on a 80kg male 180cm tall
if (_calorieCount > 0) then {
_hungerCount = _hungerCount + (SleepFood * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_hunger / SleepFood))) / 100));
_thirstCount = _thirstCount + (SleepWater * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_thirst / SleepWater))) / 100));
};
switch (_type) do {
case "FoodDrink": {
//hunger
if (_hungerCount > 0) then {
if (dayz_hunger > _hungerCount) then {
dayz_hunger = dayz_hunger - (_hungerCount);
} else {
dayz_hunger = 0;
};
};
//thirst
if (_thirstCount > 0) then {
if (dayz_thirst > _thirstCount) then {
dayz_thirst = dayz_thirst - _thirstCount;
} else {
dayz_thirst = 0;
};
};
//temp
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
//calorie
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition + _calorieCount; };
//blood
if (_baseRegen > 0) then { r_player_bloodregen = r_player_bloodregen + _baseRegen; };
};
case "Working": {
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition - _calorieCount; };
if (_thirstCount > 0) then { dayz_thirst = dayz_thirst + _thirstCount; };
if (_hungerCount > 0) then { dayz_hunger = dayz_hunger + _hungerCount; };
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
};
};
dayz_thirst = (dayz_thirst min SleepWater) max 0;
dayz_hunger = (dayz_hunger min SleepFood) max 0;
dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin;
//systemChat str [ "nutrition, r_player_bloodregen+=",_baseRegen,"dayz_nutrition+=", _calorieCount, "dayz_thirst+=", _thirstCount, "dayz_hunger+=", _hungerCount ];
//systemChat format ["%6, Nutrition add: %1, Nutrition Total: %2, Thirst: %3, Hunger: %4, dayz_temperatur: %5",_this,dayz_nutrition,dayz_thirst,dayz_hunger,dayz_temperatur];
//diag_log format ["%6, Nutrition add: %1, Nutrition Total: %7/%2, Thurst: %3, Hunger: %4, BloodRegen: %5",_this,r_player_Nutrition,_Thirst,_Hunger,_bloodregen,_type,_golbalNutrition];
};
gear_ui_offMenu = {
private["_control","_parent","_menu"];
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
@@ -396,6 +536,81 @@ if (!isDedicated) then {
_control ctrlCommit 0;
};
gear_ui_hide = {
//private["_display","_BP"];
disableSerialization;
_display = findDisplay 106;
_BP = unitBackpack player;
if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
for "_i" from 1006 to 1011 do {
(_display displayCtrl _i) ctrlShow false;
};
} else {
for "_i" from 1006 to 1011 do {
if (!(ctrlShown (_display displayCtrl _i))) then {
(_display displayCtrl _i) ctrlShow true;
};
};
};
//hide buttons if unnecessary
if (isNull _BP || ((typeOf _BP) == "")) then {
(_display displayCtrl 132) ctrlShow false;
(_display displayCtrl 157) ctrlShow false;
(_display displayCtrl 158) ctrlShow false;
};
// Prevent carrying 2 rifles 'exploit'
if (primaryWeapon player == "" && dayz_onBack != "" && !(dayz_onBack in MeleeWeapons)) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
};
if (primaryWeapon player != "" && (primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons)) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
(_display displayCtrl 1204) ctrlShow false;
};
if (DayZ_onBack != "") then {
(_display displayCtrl 1208) ctrlShow true;
} else {
(_display displayCtrl 1208) ctrlShow false;
};
for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
};
};
dayz_lowHumanity = {
//private["_unit","_humanity","_delay"];
_unit = _this;
if ((_unit distance player) < 15) then {
private "_humanity";
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
private "_delay";
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
sleep _delay;
};
dayz_heartBeat = false;
};
};
dz_fn_meleeMagazines =
{
if (_this) then
{
{ player addMagazine _x } foreach MeleeMagazines;
}
else
{
{ player removeMagazines _x } foreach MeleeMagazines;
};
};
dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
@@ -501,174 +716,440 @@ if (!isDedicated) then {
};
dayz_meleeMagazineCheck = {
private["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
//private["_meleeNum","_magType","_wpnType","_ismelee"];
_wpnType = primaryWeapon player;
_ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1);
if (_ismelee) then {
private ["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};
// combine matchboxes
private [ "_matches", "_fullBox", "_remain" ];
_matches = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then { // iskindOf does not work here?!
_matches = _matches + getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_matches / 5);
_remain = _matches % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_rollingMessages = {
if ((diag_ticktime - Message_1_time) < 5) then {
if ((time - Message_2_time) < 5) then
{
Message_3 = Message_2;
Message_3_time = Message_2_time;
}
else
{
Message_3 = "";
};
Message_2 = Message_1;
Message_2_time = Message_1_time;
} else {
Message_2 = "";
Message_3 = "";
};
Message_1 = _this;
Message_1_time = diag_ticktime;
cutText [format ["%1\n%2\n%3", Message_1, Message_2, Message_3], "PLAIN DOWN"];
};
dayz_originalPlayer = player;
progressLoadingScreen 0.8;
};
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir");
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
FNC_GetPlayerUID = {
private ["_object","_version","_PID"];
_object = _this select 0;
_version = productVersion select 3;
if (DayZ_UseSteamID) then {
_PID = GetPlayerUID _object;
} else {
if (_version >= 125548) then {
_PID = call (compile "GetPlayerUIDOld _object");
} else {
_PID = GetPlayerUID _object;
diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version];
};
};
_PID;
};
FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
private "_pos";
_thingy = _this select 0;
_pos = getPosASL _thingy;
if (surfaceIsWater _pos) then {
_thingy setPosASL _pos;
} else {
_thingy setPosATL (ASLToATL _pos);
};
};
FNC_GetPos = {
private "_pos";
if (isNil {_this select 0}) exitWith {[0,0,0]};
_thingy = _this select 0;
_pos = getPosASL _thingy;
if !(surfaceIsWater _pos) then {
_pos = ASLToATL _pos;
};
_pos
};
local_setFuel = {
private["_qty","_vehicle"];
_vehicle = _this select 0;
_qty = _this select 1;
_vehicle setFuel _qty;
};
zombie_initialize = {
private ["_unit","_position"];
_unit = _this select 0;
if (isServer) then {
_unit addEventHandler ["local", {_this call zombie_findOwner}];
};
_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
};
dayz_EjectPlayer = {
// check if player in vehicle
private ["_noDriver","_vehicle","_inVehicle"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} count USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};
init_keyboard = {
waituntil {!(isNull (findDisplay 46))};
keyboard_keys = nil;
[controlNull, 1, false,false,false] call compile preprocessFileLineNumbers (MISSION_ROOT+'keyboard.sqf');
};
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
//player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
player_bloodCalc = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\bloodCalc.sqf";
fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomLocation.sqf";
fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf";
fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
fnc_Obj_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\obj_handleDam.sqf";
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
// pseudo random for plantSpanwer
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf";
FNC_GetPlayerUID = {
private ["_object","_version","_PID"];
_object = _this select 0;
_version = productVersion select 3;
if (DayZ_UseSteamID) then {
_PID = GetPlayerUID _object;
} else {
eh_localCleanup = {};
if (_version >= 125548) then {
_PID = call (compile "GetPlayerUIDOld _object");
} else {
_PID = GetPlayerUID _object;
diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version];
};
};
_PID;
};
FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
private "_pos";
_thingy = _this select 0;
_pos = getPosASL _thingy;
if (surfaceIsWater _pos) then {
_thingy setPosASL _pos;
} else {
_thingy setPosATL (ASLToATL _pos);
};
};
FNC_GetPos = {
private "_pos";
if (isNil {_this select 0}) exitWith {[0,0,0]};
_thingy = _this select 0;
_pos = getPosASL _thingy;
if !(surfaceIsWater _pos) then {
_pos = ASLToATL _pos;
};
_pos
};
local_setFuel = {
private["_qty","_vehicle"];
_vehicle = _this select 0;
_qty = _this select 1;
_vehicle setFuel _qty;
};
dayz_EjectPlayer = {
// check if player in vehicle
private ["_noDriver","_vehicle","_inVehicle"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical", "_status"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
_status = _character getVariable["hit_"+_x,false];
if ((typeName _status == "BOOLEAN") AND {(_status)}) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["blood_type",""],
_character getVariable["rh_factor",""],
_character getVariable["messing",[0,0,0]],
_character getVariable["blood_testdone",false]
];
_medical
};
init_keyboard = {
waituntil {!(isNull (findDisplay 46))};
keyboard_keys = nil;
[controlNull, 1, false,false,false] call compile preprocessFileLineNumbers (MISSION_ROOT+'keyboard.sqf');
};
dayz_reduceItems = {
private ["_item", "_class","_amount","_qtyRemaining"];
//Item in current inventory.
_item = _this select 0;
//Class type to use.
_class = _this select 1;
//Does player have the original item? (Not Really needed player_useMeds checks)
if (_item IN magazines player) exitWith {
//Amount in current box (will be -1 for a random chance to start the reducing)
_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");
//Item to move too if there is some left
_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
//Only run for the random amount.
if (_amount == -1) then {
//Chance to start the reduction
if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
} else {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
};
true
};
dayz_inflame = {
private ["_object", "_hasTool"];
_object = _this select 0;
// true = light the fire
if (_this select 1) then {
_hasTool = false;
{
if (_x IN items player) exitWith {
_matches = getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
_qtyRemaining = getText(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "qtyRemaining");
//diag_log format["%1[%2,%3]",_x,_matches,_qtyRemaining];
if (_matches == -1) then {
if ([getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "chance")] call fn_chance) then {
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
} else {
// remove a match
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
_hasTool = true;
};
} count Dayz_Ignators;
if (_hasTool) then { _object inflame true; };
} else { // put out the fire
_object inflame false;
};
};
dayz_inflame_showMenu = {
private ["_object", "_ret", "_flame", "_islit", "_hasTool", "_whatIwant"];
_object = _this select 0;
_whatIwant = _this select 1;
_ret = false;
_islit = (inflamed _object);
_hasTool = false;
if (!_islit) then {
{
if (_x IN items player) exitWith { _hasTool = true; };
} count Dayz_Ignators;
};
_ret = (_whatIwant and !_islit and _hasTool) or (!_whatIwant and _isLit);
_ret
};
dayz_inflame_other = {
private ["_fireplace", "_ret", "_flame", "_islit", "_hasTool", "_isLit", "_pos"];
_fireplace = _this select 0;
if (_this select 1) then { // true = light the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
if (isNull _flame) then {
//_flame = if (local _fireplace) then { "flamable_DZ" createVehicleLocal getMarkerpos "respawn_west" } else { createVehicle [ "flamable_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"] };
_flame = createVehicle [ "flamable_DZ", getPosATL _fireplace, [], 0, "CAN_COLLIDE"]; // fireplace can be local (towngenerator, poi...) but flames will be networked
_pos = _fireplace modelToWorld (_fireplace selectionPosition "ohniste"); // ATL
_flame setPosATL _pos;
};
_hasTool = false;
{
if (_x IN items player) exitWith {
_matches = getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
_qtyRemaining = getText(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "qtyRemaining");
//diag_log format["%1[%2,%3]",_x,_matches,_qtyRemaining];
if (_matches == -1) then {
if ([getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "chance")] call fn_chance) then {
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
} else {
// remove a match
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
_hasTool = true;
};
} count Dayz_Ignators;
if (_hasTool) then { _flame inflame true; };
} else { // put out the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
if (count _flame > 0) then { (_flame select 0) inflame false; };
};
};
dayz_inflame_showMenu_other = {
private ["_fireplace", "_ret", "_flame", "_islit", "_hasTool", "_whatIwant"];
_fireplace = _this select 0;
_whatIwant = _this select 1;
_ret = false;
// return a boolean. true <=> player can put out the lit fire, can light a fire with match
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
_islit = !(isNull _flame) and {(inflamed _flame)};
_hasTool = false;
if (!_islit) then {
{
if (_x IN items player) exitWith { _hasTool = true; };
} count Dayz_Ignators;
};
_ret = (_whatIwant and !_islit and _hasTool) or (!_whatIwant and _isLit);
// systemChat str [_flame, _hasTool, _islit, _ret];
_ret
};
isInflamed = {
private [ "_flame" ];
_flame = nearestObjects [_this, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
!(isNull _flame) and {(inflamed _flame)}
};
//Matchbox combine system.
dayz_combine_Inventory = {
private [ "_qty", "_fullBox", "_remain"];
//ItemMatchbox,ItemAntibiotic
_qty = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then {
_qty = _qty + getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_qty / 5);
_remain = _qty % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_engineSwitch = {
//private["_unit","_humanity","_delay"];
_vehicle = _this select 0;
_state = _this select 1;
if (local _vehicle) then {
_vehicle engineOn _state;
} else {
PVDZ_send = [_vehicle,"SetEngineState",[_vehicle,_state]];
publicVariableServer "PVDZ_send";
};
};
init_keyboard = {
waituntil {!(isNull (findDisplay 46))};
keyboard_keys = nil;
[controlNull, 1, false,false,false] call compile preprocessFileLineNumbers (MISSION_ROOT+'keyboard.sqf');
};
/*
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};
*/
initialized = true;