if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; /* [_obj] spawn player_packVault; */ private ["_obj","_ownerID","_objectID","_objectUID","_location1","_location2","_packedClass","_text","_playerNear","_finished","_ComboMatch"]; _obj = _this; _packedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "packedClass"); _text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName"); // Silently exit if object no longer exists if (isNull _obj || !(alive _obj)) exitWith { dayz_actionInProgress = false; }; // Server_handleSafeGear is called unscheduled and exits if the object is null, so two players packing at the same time will not work _playerNear = _obj call dze_isnearest_player; if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_16" call dayz_rollingMessages;}; _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; _ComboMatch = (_ownerID == dayz_combination); if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];}; player removeAction s_player_packvault; s_player_packvault = 1; if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_118",_text] call dayz_rollingMessages;}; if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith { dayz_actionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_119",_text] call dayz_rollingMessages;}; format[localize "str_epoch_player_121",_text] call dayz_rollingMessages; uiSleep 1; _location1 = getPosATL player; uiSleep 5; _location2 = getPosATL player; if(_location1 distance _location2 > 0.1) exitWith { format[localize "str_epoch_player_122",_text] call dayz_rollingMessages; s_player_packvault = -1; dayz_actionInProgress = false; }; if (!isNull _obj && alive _obj) then { [player,"tentpack",0,false] call dayz_zombieSpeak; _finished = ["Medic",1] call fn_loopAction; if (isNull _obj or !_finished) exitWith {}; ["Working",0,[3,2,4,0]] call dayz_NutritionSystem; (findDisplay 106) closeDisplay 0; // Close gear dze_waiting = nil; [_packedClass,objNull] call fn_waitForObject; PVDZE_handleSafeGear = [player,_obj,2]; publicVariableServer "PVDZE_handleSafeGear"; //wait for response from server to verify pack was logged and gear added before proceeding waitUntil {!isNil "dze_waiting"}; format[localize "str_epoch_player_123",_text] call dayz_rollingMessages; }; s_player_packvault = -1; dayz_actionInProgress = false;