private ["_flash","_display","_ctrlBlood","_ctrlBleed","_bloodVal","_humanityName","_ctrlFood","_ctrlThirst","_thirstVal","_foodVal","_ctrlTemp","_tempVal","_combatVal","_array","_ctrlEar","_ctrlEye","_ctrlCombat","_ctrlFracture","_visualText","_visual","_audibleText","_audible","_blood","_thirstLvl","_foodLvl","_tempImg","_thirst","_food","_temp","_bloodLvl","_tempLvl","_color","_string","_humanity","_size","_friendlies","_charID","_rcharID","_rfriendlies","_rfriendlyTo","_distance","_targetControl","_combattimeout","_timeleft"]; _flash = { if (ctrlShown _this) then { _this ctrlShow false; } else { _this ctrlShow true; }; }; disableSerialization; _foodVal = 1 - (dayz_hunger / SleepFood); _thirstVal = 1 - (dayz_thirst / SleepWater); _tempVal = ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin)); // Normalise to [0,1] if (uiNamespace getVariable ["DZ_displayUI", 0] == 1) exitWith { _array = [_foodVal,_thirstVal]; _array }; _combatVal = 0; _combattimeout = player getVariable["combattimeout",0]; if (_combattimeout > 0) then { _timeleft = _combattimeout - diag_tickTime; _combatVal = (_timeleft/30); }; _audible = (dayz_disAudial / 50); _visual = (dayz_disVisual / 100); _bloodVal = r_player_blood / r_player_bloodTotal; _display = uiNamespace getVariable 'DAYZ_GUI_display'; if (isNil "_display") exitWith { [_foodVal,_thirstVal] }; // not ready _ctrlBlood = _display displayCtrl 1300; _ctrlBleed = _display displayCtrl 1303; _ctrlFood = _display displayCtrl 1301; _ctrlThirst = _display displayCtrl 1302; _ctrlTemp = _display displayCtrl 1306; //TeeChange _ctrlEar = _display displayCtrl 1304; _ctrlEye = _display displayCtrl 1305; //_ctrlHumanity = _display displayCtrl 1207; _ctrlCombat = _display displayCtrl 1307; _ctrlFracture = _display displayCtrl 1203; if (!dayz_soundMuted) then { _control = _display displayCtrl 1204; //muted speaker icon _control ctrlShow false; }; //Food/Water/Blood _ctrlBlood ctrlSetTextColor [(1 - _bloodVal),(1 - _bloodVal),(1 - _bloodVal), 0.5]; _ctrlFood ctrlSetTextColor [ _foodVal,_foodVal,_foodVal, 0.5]; _ctrlThirst ctrlSetTextColor [ _thirstVal, _thirstVal, _thirstVal, 0.5]; _ctrlTemp ctrlSetTextColor [(1 - _tempVal),(1 - _tempVal), (1 - _tempVal), 0.5]; // Color ranges from iceblue (cold) to red (hot) _ctrlCombat ctrlSetTextColor [ _combatVal, _combatVal, _combatVal, 0.5]; _ctrlEye ctrlSetTextColor [ _visual, _visual, _visual, 0.5]; _ctrlEar ctrlSetTextColor [ _audible, _audible, _audible, 0.5]; /* Blood: round((r_player_blood / 2) / 1000) = _bloodLvl (6 = full, 1 = empty) Thirst: round(_thirstVal / 0.25) = _thirstLvl (4 = full, 0 = empty) Hunger: round(_foodVal / 0.25) = _foodLvl (4 = full, 0 = empty) Temp: round(dayz_temperatur) = tempLvl (>= 36 = full <= 28 = empty) */ /* diag_log format["DEBUG: bloodlvl: %1 r_player_blood: %2 bloodval: %3",_bloodLvl, r_player_blood, _bloodVal]; diag_log format["DEBUG: thirstlvl: %1 dayz_thirst: %2 thirstval: %3",_thirstLvl, dayz_thirst, _thirstVal]; diag_log format["DEBUG: foodlvl: %1 dayz_hunger: %2 foodval: %3",_foodLvl, dayz_hunger, _foodVal]; diag_log format["DEBUG: templvl: %1 dayz_temperatur: %2 tempval: %3",_tempLvl, dayz_temperatur, _tempVal]; */ //left naming conventions the same in case other files are re-introduced at a later time _blood = "\z\addons\dayz_code\gui\status_epoch\status_blood_inside_6_ca.paa"; _thirst = "\z\addons\dayz_code\gui\status_epoch\status_thirst_inside_4_ca.paa"; _food = "\z\addons\dayz_code\gui\status_epoch\status_food_inside_4_ca.paa"; _temp = "\z\addons\dayz_code\gui\status_epoch\status_temp_4_ca.paa"; _visualtext = "\z\addons\dayz_code\gui\status_epoch\status_eye_ca.paa"; _audibletext = "\z\addons\dayz_code\gui\status_epoch\status_ear_ca.paa"; _ctrlBlood ctrlSetText _blood; _ctrlThirst ctrlSetText _thirst; _ctrlFood ctrlSetText _food; _ctrlTemp ctrlSetText _temp; _ctrlEye ctrlSetText _visualtext; _ctrlEar ctrlSetText _audibletext; // Fracture/Broken Legs if !(canStand player) then { _ctrlFracture ctrlShow true; } else { _ctrlFracture ctrlShow false; }; // Flashing if (_combatVal > 0) then { _ctrlCombat call _flash; } else { if (!ctrlShown _ctrlCombat) then { _ctrlCombat ctrlShow true; }; }; if (_bloodVal < 0.4) then { _ctrlBlood call _flash; } else { if (!ctrlShown _ctrlBlood) then { _ctrlBlood ctrlShow true; }; }; if (_thirstVal < 0.2) then { _ctrlThirst call _flash; } else { if (!ctrlShown _ctrlThirst) then { _ctrlThirst ctrlShow true; }; }; if (_foodVal < 0.2) then { _ctrlFood call _flash; } else { if (!ctrlShown _ctrlFood) then { _ctrlFood ctrlShow true; }; }; if (_tempVal < 0.2) then { //TeeChange _ctrlTemp call _flash; } else { if (!ctrlShown _ctrlTemp) then { _ctrlTemp ctrlShow true; }; }; if (r_player_injured) then { _ctrlBleed call _flash; } else { _ctrlBleed ctrlShow false; }; /* Opt-in tag system with friend tagging */ _string = ""; _humanityTarget = cursorTarget; if (!isNull _humanityTarget && {isPlayer _humanityTarget} && {alive _humanityTarget}) then { _distance = player distance _humanityTarget; if (_distance < DZE_HumanityTargetDistance) then { _size = (1-(floor(_distance/5)*0.1)) max 0.1; // Display name if player opt-in or if friend _friendlies = player getVariable ["friendlies", []]; _charID = player getVariable ["CharacterID", "0"]; _rcharID = _humanityTarget getVariable ["CharacterID", "0"]; _rfriendlies = _humanityTarget getVariable ["friendlies", []]; _rfriendlyTo = _humanityTarget getVariable ["friendlyTo", []]; if ((_rcharID in _friendlies) && (_charID in _rfriendlies)) then { if !(_charID in _rfriendlyTo) then { // diag_log format["IS FRIENDLY: %1", _player]; _rfriendlyTo set [count _rfriendlyTo, _charID]; _humanityTarget setVariable ["friendlyTo", _rfriendlyTo, true]; }; //
Humanity: %3 _color = "color='#339933'"; _string = format["%1",(name _humanityTarget),_color,_size]; } else { // Humanity checks _humanity = _humanityTarget getVariable ["humanity",0]; _color = "color='#ffffff'"; if(_humanity < -5000) then { _color = "color='#ff0000'"; } else { if(_humanity > 5000) then { _color = "color='#3333ff'"; }; }; if((_humanityTarget getVariable ["DZE_display_name", false]) || (DZE_ForceNameTagsInTrader && isInTraderCity)) then { _string = format["%1",(name _humanityTarget),_color,_size]; }; }; }; }; // update gui if changed if (dayz_humanitytarget != _string) then { _targetControl = _display displayCtrl 1199; _targetControl ctrlSetStructuredText (parseText _string); dayz_humanitytarget = _string; }; _array = [_foodVal,_thirstVal]; _array