if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; private ["_rawmeat","_cookedmeat","_meat","_meatcooked","_text","_qty","_finished"]; //diag_log ("Cook Enabled"); player removeAction s_player_cook; s_player_cook = -1; _rawmeat = Dayz_meatraw; _cookedmeat = Dayz_meatcooked; a_player_cooking = true; _finished = true; { _meat = _x; _meatcooked = _cookedmeat select (_rawmeat find _meat); if (_meat in magazines player) then { _text = getText (configFile >> "CfgMagazines" >> _meat >> "displayName"); [player,(getPosATL player),10,"cook"] spawn fnc_alertZombies; _finished = ["Medic",1] call fn_loopAction; if (!_finished) exitWith {}; _qty = {_x == _meat} count magazines player; for "_x" from 1 to _qty do { player removeMagazine _meat; player addMagazine _meatcooked; // "xMeat must be in your main inventory to cook it" - Doesn't make sense here since meat was already cooked successfully. if !(_meat in magazines player) exitWith {}; }; format[localize "str_success_cooked",_qty,_text] call dayz_rollingMessages; }; if (!_finished) exitWith {}; } forEach _rawmeat; a_player_cooking = false; dayz_actionInProgress = false;