Fix copy key failing when player has no backpack

Related to #1567, so I made this a function so it can be reused. People
should call this whenever they are adding a toolbelt item which the
player may already have. It has localized strings and handles spawning
the weapon holder on water, land and rooftop.

Tested both the sledgehammer and key copying. Confirmed all three
conditions are working.
This commit is contained in:
ebaydayz
2016-02-18 22:12:13 -05:00
parent 4f18f1c884
commit fd78f27250
8 changed files with 51 additions and 35 deletions

View File

@@ -1,4 +1,4 @@
private ["_item","_config","_pos","_onLadder","_create","_started","_finished","_animState","_isMedic","_qty","_b0x1337","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
private ["_item","_config","_pos","_onLadder","_create","_started","_finished","_animState","_isMedic","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_56") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
@@ -59,12 +59,8 @@ if(_finished) then {
_num_removed = ([player,"ItemTinBar"] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
// output key to backpack if space
_create = _item;
_qty = 1;
_b0x1337 = unitBackpack player;
_b0x1337 addWeaponCargoGlobal [_create,_qty];
cutText [(localize "str_epoch_player_60") , "PLAIN DOWN"];
_create call player_addDuplicateTool;
} else {
cutText [(localize "str_epoch_player_61") , "PLAIN DOWN"];
};

View File

@@ -222,20 +222,8 @@ if (_canDo) then {
_craft_doLoop = false;
};
{
if ((_x == "ItemSledge") && {_x in items player}) then {
_bag = unitBackpack player;
if (!isNull _bag) then {
systemChat format[(localize "str_epoch_player_313"),_x];
_bag addWeaponCargoGlobal [_x,1];
} else {
systemChat format[(localize "str_epoch_player_314"),_x];
_location = player modeltoworld [0,0.3,0];
if ((_location select 2) < 0) then {_location set [2,0];};
_object = createVehicle ["WeaponHolder",_location,[],0,"CAN_COLLIDE"];
if (surfaceIsWater _location) then {_object setPosASL (getPosASL player);} else {_object setPosATL _location;};
_object setVariable ["permaLoot",true];
_object addWeaponCargoGlobal [_x,1];
};
if (_x == "ItemSledge") then {
_x call player_addDuplicateTool;
} else {
player addWeapon _x;
};

View File

@@ -0,0 +1,40 @@
/*
Description:
Checks whether the player already has the tool on their toolbelt and then adds it. Useful for batch crafting tools.
1. If they don't then it adds it to their toolbelt.
2. If they do then it adds it to their backpack. If their backpack is full it simply falls on the ground.
3. If they have no backpack it spawns on the floor as a last resort.
The player is given an appropriate systemChat message in case 2 or 3.
Parameter:
_this: string - toolbelt item classname to check and add
Returns:
false if item is not a duplicate, otherwise true
How to use:
"ItemSledge" call player_addDuplicateTool;
*/
private ["_bag","_hasTool","_location","_object"];
_hasTool = true;
if (_this in items player) then {
_bag = unitBackpack player;
if (!isNull _bag) then {
systemChat format[(localize "str_epoch_player_313"),_this];
_bag addWeaponCargoGlobal [_this,1];
} else {
systemChat format[(localize "str_epoch_player_314"),_this];
_location = player modeltoworld [0,0.3,0];
if ((_location select 2) < 0) then {_location set [2,0];};
_object = createVehicle ["WeaponHolder",_location,[],0,"CAN_COLLIDE"];
if (surfaceIsWater _location) then {_object setPosASL (getPosASL player);} else {_object setPosATL _location;};
_object setVariable ["permaLoot",true];
_object addWeaponCargoGlobal [_this,1];
};
} else {
_hasTool = false;
player addWeapon _this;
};
_hasTool

View File

@@ -1,10 +1,10 @@
/*
Description:
Checks whether the player has the required items (magazines) || not
&& displays a message if an item is missing.
Checks whether the player has the required items (magazines) or not
and displays a message if an item is missing.
Parameter(s):
_this: <array> list of item names the player is required to have (can also be an sub-array with item name && quantity)
_this: <array> list of item names the player is required to have (can also be an sub-array with item name and quantity)
Returns:
Boolean (true if the player has all required items)

View File

@@ -1,7 +1,7 @@
/*
Description:
Checks whether the player has the required tools equipped || not
&& displays a message if a tool is missing from the tool belt.
Checks whether the player has the required tools equipped or not
and displays a message if a tool is missing from the tool belt.
Parameter(s):
_this: <array> list of tool names the player is required to have

View File

@@ -141,6 +141,7 @@ if (!isDedicated) then {
onPreloadFinished "if (!isNil 'init_keyboard') then { [] spawn init_keyboard; }; dayz_preloadFinished = true;";
// helper functions
player_addDuplicateTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addDuplicateTool.sqf";
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";

View File

@@ -3306,16 +3306,6 @@
<French>\n\nConstruire une clé requiert une barre de fer</French>
<Czech>\n\nNa vytvoření klíče potřebujete 1 cihličku cínu</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_60">
<Original>\n\nCopied key has been added to your backpack.</Original>
<English>\n\nCopied key has been added to your backpack.</English>
<German>\n\nDer kopierte Schlüssel wurde Ihrem Rücksack hinzugefügt.</German>
<Russian>\n\nСкопированный ключ был добавлен в ваш рюкзак.</Russian>
<!-- <Spanish></Spanish> -->
<Dutch>\n\nDe gekopieerde sleutel is in je rugzak gestopt.</Dutch>
<French>\n\nLe double de la clé a été ajouté dans votre sac à dos.</French>
<Czech>Zkopírovaný klíč byl přidán do batohu</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_61">
<Original>\n\nCanceled Key Crafting.</Original>
<English>\n\nCanceled Key Crafting.</English>