#define CAN_DO (!r_drag_sqf && !r_player_unconscious && getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder") != 1) #define HAS_TOOLBOX ("ItemToolbox" in items player) #define IN_VEHICLE (vehicle player != player) #define IS_ALIVE (damage _object < 1) #define IS_DAMAGED (damage _object > 0) #define IS_PZOMBIE (player isKindOf "PZombie_VB") /* (['Butcher',this] call userActionConditions) Return - must be true for action to show. */ private ["_action","_object","_show"]; _action = _this select 0; _object = _this select 1; _show = switch _action do { case "Butcher": {!alive _object && !IN_VEHICLE && CAN_DO && !(_object getVariable["meatHarvested",false]) && !IS_PZOMBIE}; case "Drink": {!IN_VEHICLE && CAN_DO && !dayz_isSwimming}; case "PushPlane": {!IN_VEHICLE && {IS_ALIVE} && {CAN_DO} && {count crew _object == 0} && {!isEngineOn _object} && {!IS_PZOMBIE}}; //case "Repair": {!IN_VEHICLE && {IS_ALIVE} && {CAN_DO} && {_object != dayz_myCursorTarget} && {HAS_TOOLBOX}}; //case "Salvage": {!IN_VEHICLE && {IS_ALIVE} && {CAN_DO} && {_object != dayz_myCursorTarget} && {HAS_TOOLBOX} && {DZE_salvageLocked or !locked _object}}; //Built Items (Fence,Gates) //case "ObjectUpgrade": {CAN_DO && !IN_VEHICLE && !(_object getVariable["BuildLock",false])}; //case "ObjectMaintenance": {CAN_DO && !IN_VEHICLE && (_object getVariable["Maintenance",false] or IS_DAMAGED)}; //case "ObjectDisassembly": {CAN_DO && !IN_VEHICLE && HAS_TOOLBOX && !(_object getVariable["BuildLock",false]) && (((getPlayerUID player) in (_object getVariable["ownerArray",[]])) or (count (_object getVariable["ownerArray",[]]) == 0) or (typeOf _object in ["WoodenFence_1_foundation","WoodenGate_foundation"]))}; //Turrets //case "AddAmmo": {IS_ALIVE && CAN_DO && IN_VEHICLE && (((assignedVehicleRole player) select 0) == 'Turret')}; default {false}; }; _show