/* delete object from db with extra waiting by [VB]AWOL parameters: _obj */ private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_id","_objType","_sfx","_dis","_itemOut","_countOut","_textCreate","_selectedRemoveOutput"]; _obj = _this select 3; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; _isOk = true; _proceed = false; _objType = typeOf _obj; _limit = 5; if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount"); }; cutText [format["Starting de-construction of %1.",_objType], "PLAIN DOWN"]; // Alert zombies once. _id = [player,50,true,(getPosATL player)] spawn player_alertZombies; // Start de-construction loop _counter = 0; while {_isOk} do { player playActionNow "Medic"; _dis=20; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; if(!_finished) exitWith { _isOk = false; _proceed = false; }; if(_finished) then { _counter = _counter + 1; }; cutText [format["De-constructing %1 stage %2 of %3 walk away at anytime to cancel.",_objType, _counter,_limit], "PLAIN DOWN"]; if(_counter == _limit) exitWith { _isOk = false; _proceed = true; }; }; // Remove only if player waited if (_proceed) then { cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"]; //["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure; dayzDeleteObj = [_objectID,_objectUID]; publicVariableServer "dayzDeleteObj"; deleteVehicle _obj; // give refund items _selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput"); if((count _selectedRemoveOutput) > 0) then { // Put items { _itemOut = _x select 0; _countOut = _x select 1; diag_log format["Removal Output: %1 %2", _itemOut,_countOut]; for "_x" from 1 to _countOut do { player addMagazine _itemOut; }; } forEach _selectedRemoveOutput; cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"]; }; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; };