private ["_item","_onLadder","_hasclothesitem","_config","_text","_myModel","_itemNew","_model","_morphHandle","_playerNear","_targeted","_pos"]; if (dayz_lastClothesChange + 5 > diag_tickTime) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_lastClothesChange = diag_tickTime; if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; if (vehicle player != player) exitWith {localize "str_player_fail_wear1" call dayz_rollingMessages;}; //if (!isNull (unitBackpack player)) exitWith {localize "STR_EPOCH_ACTIONS_9" call dayz_rollingMessages;}; if ("CSGAS" in (magazines player)) exitWith {localize "STR_EPOCH_ACTIONS_10" call dayz_rollingMessages;}; // Make sure no other players are nearby _playerNear = {isPlayer _x} count (([player] call FNC_GetPos) nearEntities ["CAManBase",12]) > 1; if (_playerNear) exitWith {localize "STR_EPOCH_PLAYER_84" call dayz_rollingMessages;}; if (_this in DZE_RestrictSkins) exitWith {format[localize "str_epoch_player_315",_this] call dayz_rollingMessages;}; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; if (_onLadder) exitWith {localize "str_player_21" call dayz_rollingMessages;}; // Make sure the player isn't trying to reset AI targeting. _targeted = false; { if (!(isPlayer _x) && {_x distance player < 800}) then { _pos = _x getHideFrom player; if (_pos select 0 != 0 && {_pos select 1 != 0}) exitWith { _targeted = true; }; }; } count allUnits; if (_targeted) exitWith {localize "str_player_fail_wear4" call dayz_rollingMessages;}; dayz_actionInProgress = true; /* _item call player_wearClothes; Added Female skin changes - DayZ Epoch - vbawol */ _item = _this; call gear_ui_init; _hasclothesitem = _item in magazines player; _config = configFile >> "CfgMagazines"; _text = getText (_config >> _item >> "displayName"); if (!_hasclothesitem) exitWith {format[localize "str_player_31",_text,localize "str_player_31_wear"] call dayz_rollingMessages; dayz_actionInProgress = false;}; _myModel = (typeOf player); _itemNew = "Skin_" + _myModel; _morphHandle = nil; if ( (isClass(_config >> _itemNew)) ) then { if ( (isClass(_config >> _item)) ) then { // Current sex of player skin _currentSex = getText (_config >> _itemNew >> "sex"); // Sex of new skin _newSex = getText (_config >> _item >> "sex"); //diag_log ("Debug Clothes: sex In: " + str(_currentSex) + " Out: " + str(_newSex)); if(_currentSex == _newSex) then { // Get model name from config _model = getText (_config >> _item >> "playerModel"); if (_model != _myModel) then { if(([player,_item] call BIS_fnc_invRemove) == 1) then { player addMagazine _itemNew; _morphHandle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph; }; } else { localize "str_player_fail_wear3" call dayz_rollingMessages; }; } else { localize "str_epoch_player_86" call dayz_rollingMessages; }; }; }; if (isNil "_morphHandle") then { // Don't set if humanity morph is still in progress (done at bottom of humanityMorph) dayz_actionInProgress = false; };