diff --git a/SQF/dayz_code/compile/fn_selfActions.sqf b/SQF/dayz_code/compile/fn_selfActions.sqf index 77f932bde..71f56015b 100644 --- a/SQF/dayz_code/compile/fn_selfActions.sqf +++ b/SQF/dayz_code/compile/fn_selfActions.sqf @@ -539,9 +539,9 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur /* //Carbomb _hasCarBomb = "ItemCarBomb" in _magazinesPlayer; - if (((cursorTarget isKindOf "Car") || (cursorTarget isKindOf "Air") || (cursorTarget isKindOf "Motorcycle")) && _hasCarBomb) then { + if (((_cursorTarget isKindOf "Car") || (_cursorTarget isKindOf "Air") || (_cursorTarget isKindOf "Motorcycle")) && _hasCarBomb) then { if (s_player_attach_bomb < 0) then { - s_player_attach_bomb = player addAction [localize "str_bombAttach", "\z\addons\dayz_code\actions\player_attach_bomb.sqf",cursorTarget, 3, true, true]; + s_player_attach_bomb = player addAction [localize "str_bombAttach", "\z\addons\dayz_code\actions\player_attach_bomb.sqf",_cursorTarget, 3, true, true]; }; } else { player removeAction s_player_attach_bomb; @@ -574,17 +574,17 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur }; /* //Vanilla base building currently not used in Epoch // House locking and unlocking - _isHouse = (typeOf cursorTarget) in ["SurvivorWorkshopAStage5", "SurvivorWorkshopBStage5", "SurvivorWorkshopCStage5"]; - _isGate = (typeOf cursorTarget) in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_1","MetalGate_2","MetalGate_3","MetalGate_4"]; - _isFence = (typeOf cursorTarget) in ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","MetalFence_1","MetalFence_2","MetalFence_3","MetalFence_4","MetalFence_5","MetalFence_6","MetalFence_7"]; + _isHouse = _typeOfCursorTarget in ["SurvivorWorkshopAStage5", "SurvivorWorkshopBStage5", "SurvivorWorkshopCStage5"]; + _isGate = _typeOfCursorTarget in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_1","MetalGate_2","MetalGate_3","MetalGate_4"]; + _isFence = _typeOfCursorTarget in ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","MetalFence_1","MetalFence_2","MetalFence_3","MetalFence_4","MetalFence_5","MetalFence_6","MetalFence_7"]; //Only the owners can lock the gates - _isLockableGate = (typeOf cursorTarget) in ["WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_2","MetalGate_3","MetalGate_4"]; - _isUnlocked = cursorTarget getVariable ["isOpen","0"] == "1"; + _isLockableGate = _typeOfCursorTarget in ["WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_2","MetalGate_3","MetalGate_4"]; + _isUnlocked = _cursorTarget getVariable ["isOpen","0"] == "1"; //Allow the gates to be opened when not locked by anyone - _isOpen = ((cursorTarget animationPhase "DoorL") == 1) || ((cursorTarget animationPhase "DoorR") == 1); - _isClosed = ((cursorTarget animationPhase "DoorL") == 0) || ((cursorTarget animationPhase "DoorR") == 0); + _isOpen = ((_cursorTarget animationPhase "DoorL") == 1) || ((_cursorTarget animationPhase "DoorR") == 1); + _isClosed = ((_cursorTarget animationPhase "DoorL") == 0) || ((_cursorTarget animationPhase "DoorR") == 0); //[["ownerArray",["PID"]]] _ownerArray = _cursorTarget getVariable ["ownerArray",["0"]]; @@ -592,78 +592,78 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur _ownerPID = (_ownerArray select 0); // open Gate - if (_isGate && _isClosed && _isUnlocked && _canDo) then { + if (_isGate && _isClosed && _isUnlocked) then { if (s_player_openGate < 0) then { - s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Open"], 1, true, true]; + s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Open"], 1, true, true]; }; } else { player removeAction s_player_openGate; s_player_openGate = -1; }; // Close Gate - if (_isGate && _isOpen && _isUnlocked && _canDo) then { + if (_isGate && _isOpen && _isUnlocked) then { if (s_player_CloseGate < 0) then { - s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Close"], 1, true, true]; + s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Close"], 1, true, true]; }; } else { player removeAction s_player_CloseGate; s_player_CloseGate = -1; }; // Set - if ((_isHouse or _isLockableGate) && (_ownerPID == (getPlayerUID player)) && !_isUnlocked && _isClosed && _canDo) then { + if ((_isHouse or _isLockableGate) && (_ownerPID == (getPlayerUID player)) && !_isUnlocked && _isClosed) then { if (s_player_setCode < 0) then { - s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Set"], 1, true, true]; + s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Set"], 1, true, true]; }; } else { player removeAction s_player_setCode; s_player_setCode = -1; }; //Lock Build point - if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && !_ownerBuildLock && _canDo) then { + if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && !_ownerBuildLock) then { if (s_player_BuildLock < 0) then { - s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildLock"], 1, true, true]; + s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildLock"], 1, true, true]; }; } else { player removeAction s_player_BuildLock; s_player_BuildLock = -1; }; //UnLock Build point - if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && _ownerBuildLock && _canDo) then { + if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && _ownerBuildLock) then { if (s_player_BuildUnLock < 0) then { - s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildUnLock"], 1, true, true]; + s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildUnLock"], 1, true, true]; }; } else { player removeAction s_player_BuildUnLock; s_player_BuildUnLock = -1; }; // Unlock Gate/House - if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed && _canDo) then { + if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed) then { if (s_player_unlockhouse < 0) then { - s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Unlock"], 1, true, true]; + s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Unlock"], 1, true, true]; }; } else { player removeAction s_player_unlockhouse; s_player_unlockhouse = -1; }; // Lock Gate/House - if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed && _canDo) then { + if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed) then { if (s_player_lockhouse < 0) then { - s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Lock"], 1, true, true]; + s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Lock"], 1, true, true]; }; } else { player removeAction s_player_lockhouse; s_player_lockhouse = -1; }; //Break In - if ((_isHouse or _isLockableGate) && (_ownerPID != (getPlayerUID player)) && !_isUnlocked && _canDo) then { + if ((_isHouse or _isLockableGate) && (_ownerPID != (getPlayerUID player)) && !_isUnlocked) then { if (s_player_breakinhouse < 0) then { - s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",cursorTarget, 1, true, true]; + s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",_cursorTarget, 1, true, true]; }; } else { player removeAction s_player_breakinhouse; s_player_breakinhouse = -1; };*/ - if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {_canDo && speed player <= 1}) then { + if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then { _isOwner = [player, _cursorTarget] call FNC_check_access; _allowed = ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3) or (_isOwner select 4)); if (DZE_permanentPlot) then { @@ -730,7 +730,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur }; _attached = _cursorTarget getVariable["attached",false]; - if (_found && {_allowTow} && {_canDo} && {!(locked _cursorTarget)} && {!_isPZombie} && {typeName _attached != "OBJECT"}) then { + if (_found && {_allowTow} && {!locked _cursorTarget} && {!_isPZombie} && {typeName _attached != "OBJECT"}) then { if (s_player_heli_lift < 0) then { s_player_heli_lift = player addAction [localize "STR_EPOCH_ACTIONS_ATTACHTOHELI", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true]; };