mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
Update Snap and Vector build
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu - localize snap and vector building - clean up the code - remove old Cinderwall vector fix, it looks like it is not needed anymore - Update modular_build and player_build
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@@ -1,111 +1,76 @@
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/*-----------------------------------*/
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// by Raymix //
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// July 10 2014 //
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// by strikerforce //
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/*--------------------------------*/
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private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
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//Args
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private ["_todo", "_selected"];
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_todo = _this select 3 select 2;
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if(_todo == 0) then{
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if (_todo == 0) then {
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vectorActionState = _this select 3 select 0;
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degreeActionState = _this select 3 select 1;
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}else{
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if(_todo == 1) then{
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} else {
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if (_todo == 1) then {
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vectorActionState = _this select 3 select 0;
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}else{
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} else {
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degreeActionState = _this select 3 select 1;
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};
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};
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_selected = _this select 3 select 3;
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_staticRotate = ["Pitch Forward","Pitch Back","Bank Left","Bank Right","Reset"];
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fnc_vectorActionCleanup = {
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private ["_s1","_s2"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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player removeAction s_player_toggleVector; s_player_toggleVector = -1;
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if (count s_player_toggleVectors != 0) then {{player removeAction _x;} count s_player_toggleVectors; s_player_toggleVectors=[]; vectorActions = -1;};
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if (_s1 > 0) then {
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s_player_toggleVector = player addaction [format[("<t color=""#ff8800"">" + ("Vectors: %1") +"</t>"),vectorActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,1],7,false,false];
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};
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if (_s2 > 0) then {
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s_player_toggleVectors=[];
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{
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vectorActions = player addaction [format[("<t color=""#ffffff"">" + (" %1") +"</t>"),_x],DZE_build_vector_file,[_x,degreeActionState,1],6,false,false];
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s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
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}count _staticRotate;
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};
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};
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fnc_degreeActionCleanup = {
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private ["_s1","_s2"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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player removeAction s_player_toggleDegree; s_player_toggleDegree = -1;
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if (count s_player_toggleDegrees != 0) then {{player removeAction _x;} count s_player_toggleDegrees; s_player_toggleDegrees=[]; degreeActions = -1;};
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if (_s1 > 0) then {
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s_player_toggleDegree = player addaction [format[("<t color=""#ff8800"">" + ("Degrees: %1") +"</t>"),degreeActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,2],5,false,false];
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};
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if (_s2 > 0) then {
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s_player_toggleDegrees=[];
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{
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if(DZE_curDegree == _x) then{
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degreeActions = player addaction [format[("<t color=""#ff0000"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
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}else{
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degreeActions = player addaction [format[("<t color=""#ffffff"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
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};
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s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
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}count DZE_vectorDegrees;
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};
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};
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if(_todo == 1 || _todo == 0) then{
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switch (vectorActionState) do {
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case "Init": {
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vectorActionState = "OPEN";
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if (_todo == 1 || {_todo == 0}) then {
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call {
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if (vectorActionState == "Init") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
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[1,0] call fnc_vectorActionCleanup;
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[] spawn {
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while {true} do {
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if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_vectorActionCleanup; vectorActionState = "CLOSE";};
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sleep 2;
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while {1==1} do {
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if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
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[0,0] call fnc_vectorActionCleanup;
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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};
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uisleep 2;
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};
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};
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};
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case "OPEN": {
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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};
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case "CLOSE":{
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vectorActionState = "OPEN";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
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[1,0] call fnc_vectorActionCleanup;
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};
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case "Pitch Forward":{
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_FORWARD") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memForBack = DZE_memForBack + (DZE_curDegree * -1);
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};
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case "Pitch Back":{
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_BACK") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memForBack = DZE_memForBack + DZE_curDegree;
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};
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case "Bank Left":{
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_LEFT") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memLeftRight = DZE_memLeftRight + (DZE_curDegree * -1);
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};
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case "Bank Right":{
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_RIGHT") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_updateVec = true;
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DZE_memLeftRight = DZE_memLeftRight + DZE_curDegree;
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};
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case "Reset":{
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vectorActionState = "CLOSE";
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if (vectorActionState == localize "STR_EPOCH_VECTORS_RESET") exitwith {
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vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_vectorActionCleanup;
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DZE_memForBack = 0;
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DZE_memLeftRight = 0;
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@@ -115,29 +80,33 @@ if(_todo == 1 || _todo == 0) then{
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};
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};
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if(_todo == 2 || _todo == 0) then{
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switch (degreeActionState) do {
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case "Init": {
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degreeActionState = "OPEN";
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if (_todo == 2 || {_todo == 0}) then{
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call {
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if (degreeActionState == "Init") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
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[1,0] call fnc_degreeActionCleanup;
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[] spawn {
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while {true} do {
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if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_degreeActionCleanup; degreeActionState = "CLOSE";};
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sleep 2;
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while {1==1} do {
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if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
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[0,0] call fnc_degreeActionCleanup;
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degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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};
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uisleep 2;
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};
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};
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};
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case "OPEN": {
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degreeActionState = "CLOSE";
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if (degreeActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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[1,1] call fnc_degreeActionCleanup;
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};
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case "CLOSE":{
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degreeActionState = "OPEN";
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if (degreeActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
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[1,0] call fnc_degreeActionCleanup;
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};
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case "SELECT":{
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degreeActionState = "CLOSE";
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if (degreeActionState == "SELECT") exitwith {
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degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
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DZE_curDegree = _selected;
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[1,1] call fnc_degreeActionCleanup;
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};
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