/* DayZ Base Building Upgrades Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com. */ private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems","_finished"]; if (dayz_actionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;}; dayz_actionInProgress = true; player removeAction s_player_downgrade_build; s_player_downgrade_build = 1; // get cursortarget from addaction _obj = _this select 3; // Current charID _objectCharacterID = _obj getVariable ["CharacterID","0"]; if (DZE_Lock_Door != _objectCharacterID) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_49" call dayz_rollingMessages;}; // Find objectID _objectID = _obj getVariable ["ObjectID","0"]; // Find objectUID _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_upgrade_build = -1; localize "str_epoch_player_50" call dayz_rollingMessages;}; // Get classname _classname = typeOf _obj; // Find display name _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); // Find next upgrade _upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding"); if ((count _upgrade) > 0) then { _newclassname = _upgrade select 0; _refund = _upgrade select 1; [player,20,true,(getPosATL player)] spawn player_alertZombies; _finished = ["Medic",1] call fn_loopAction; if (!_finished) exitWith {}; ["Working",0,[3,2,4,0]] call dayz_NutritionSystem; _invResult = false; _abortInvAdd = false; _i = 0; _addedItems = []; //Remove melee magazines (BIS_fnc_invAdd fix) false call dz_fn_meleeMagazines; { _itemOut = _x select 0; _countOut = _x select 1; for "_x" from 1 to _countOut do { _invResult = [player,_itemOut] call BIS_fnc_invAdd; if(!_invResult) exitWith { _abortInvAdd = true; }; if(_invResult) then { _i = _i + 1; _addedItems set [(count _addedItems),[_itemOut,1]]; }; }; if (_abortInvAdd) exitWith {}; } count _refund; true call dz_fn_meleeMagazines; // all parts added proceed if(_i != 0) then { // Get position _location = _obj getVariable["OEMPos",(getposATL _obj)]; // Get direction _dir = getDir _obj; _vector = [(vectorDir _obj),(vectorUp _obj)]; // Reset the character ID on locked doors before they inherit the newclassname if (_classname in DZE_DoorsLocked) then { _obj setVariable ["CharacterID",dayz_characterID,true]; _objectCharacterID = dayz_characterID; }; _classname = _newclassname; // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; // Set direction _object setDir _dir; _object setVariable["memDir",_dir,true]; // Set vector _object setVectorDirAndUp _vector; // Set location _object setPosATL _location; format[localize "str_epoch_player_142",_text] call dayz_rollingMessages; if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then { _object addEventHandler ["HandleDamage",{false}]; }; if (DZE_permanentPlot) then { _ownerID = _obj getVariable["ownerPUID","0"]; _object setVariable ["ownerPUID",_ownerID,true]; PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,dayz_playerUID,_vector],_classname,_obj,player,[],dayz_authKey]; } else { PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector],_classname,_obj,player,[],dayz_authKey]; }; publicVariableServer "PVDZE_obj_Swap"; player reveal _object; } else { format[localize "str_epoch_player_143",_i,getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName")] call dayz_rollingMessages; { [player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove; } count _addedItems; }; } else { localize "str_epoch_player_51" call dayz_rollingMessages; }; dayz_actionInProgress = false; s_player_downgrade_build = -1;