private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_needed","_started","_finished","_animState","_isMedic","_total_parts_out","_abort","_removed","_tradeCounter","_next_highest_bar","_third_highest_bar","_next_highest_conv","_third_highest_conv","_third_parts_out_raw","_third_parts_out","_remainder","_next_parts_out_raw","_next_parts_out","_activatingPlayer","_traderID","_total_trades"]; // [part_out,part_in, qty_out, qty_in,]; if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] }; TradeInprogress = true; _total_parts_out = 0; _activatingPlayer = player; _part_out = (_this select 3) select 0; _part_in = (_this select 3) select 1; _qty_out = (_this select 3) select 2; _qty_in = (_this select 3) select 3; _buy_o_sell = (_this select 3) select 4; _textPartIn = (_this select 3) select 5; _textPartOut = (_this select 3) select 6; _traderID = (_this select 3) select 7; _removed = 0; _tradeCounter = 0; _bos = 0; if(_buy_o_sell == "sell") then { _bos = 1; }; // Get total parts in _qty = {_x == _part_in} count magazines player; // Find number of possible trades _total_trades = floor(_qty / _qty_in); _abort = false; if(_total_trades < 1) exitWith { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; TradeInprogress = false; }; // perform number of total trades for "_x" from 1 to _total_trades do { _removed = 0; _tradeCounter = _tradeCounter + 1; // cutText ["Starting trade, stand still to complete.", "PLAIN DOWN"]; if(_total_trades == 1) then { cutText [format[(localize "str_epoch_player_105"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; } else { cutText [format[(localize "str_epoch_player_187"),_tradeCounter,_total_trades] , "PLAIN DOWN"]; }; [1,1] call dayz_HungerThirst; player playActionNow "Medic"; //_dis=20; //_sfx = "repair"; //[player,_sfx,0,false,_dis] call dayz_zombieSpeak; //[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; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (!_finished) exitWith { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"]; }; if (_finished) then { _qty = {_x == _part_in} count magazines player; if (_qty >= _qty_in) then { _part_inClass = configFile >> "CfgMagazines" >> _part_in; _removed = _removed + ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove); if (_removed == _qty_in) then { // Continue with trade. if (isNil "_part_in") then { _part_in = "Unknown Item" }; if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" }; PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity]; publicVariableServer "PVDZE_obj_Trade"; waitUntil {!isNil "dayzTradeResult"}; if(dayzTradeResult == "PASS") then { // total of all parts _total_parts_out = _total_parts_out + _qty_out; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; } else { cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"]; _abort = true; // Return items taken for "_x" from 1 to _removed do { player addMagazine _part_in; }; }; dayzTradeResult = nil; } else { // Return items from botched trade. for "_x" from 1 to _removed do { player addMagazine _part_in; }; _abort = true; }; } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; }; sleep 1; if(_abort) exitWith {}; }; // pay out if(_total_parts_out >= 1) then { //diag_log format["DEBUG TRADE #: %1", _total_parts_out]; if(_bos == 1) then { //convert currency trades into next bar // 10 ItemCopperBar > ItemCopperBar10oz // 3 ItemCopperBar10oz > ItemSilverBar // 10 ItemSilverBar > ItemSilverBar10oz // 3 ItemSilverBar10oz > ItemGoldBar // 10 ItemGoldBar > ItemGoldBar10oz _next_highest_bar = "NA"; _third_highest_bar = "NA"; _next_highest_conv = 10000; _third_highest_conv = 10000; switch(true)do{ case (_part_out == "ItemCopperBar"): { _next_highest_bar = "ItemCopperBar10oz"; _third_highest_bar = "ItemSilverBar"; _next_highest_conv = 10; _third_highest_conv = 3; }; case (_part_out == "ItemCopperBar10oz"): { _next_highest_bar = "ItemSilverBar"; _third_highest_bar = "ItemSilverBar10oz"; _next_highest_conv = 3; _third_highest_conv = 10; }; case (_part_out == "ItemSilverBar"): { _next_highest_bar = "ItemSilverBar10oz"; _third_highest_bar = "ItemGoldBar"; _next_highest_conv = 10; _third_highest_conv = 3; }; case (_part_out == "ItemSilverBar10oz"): { _next_highest_bar = "ItemGoldBar"; _third_highest_bar = "ItemGoldBar10oz"; _next_highest_conv = 3; _third_highest_conv = 10; }; case (_part_out == "ItemGoldBar"): { _next_highest_bar = "ItemGoldBar10oz"; _third_highest_bar = "NA"; _next_highest_conv = 10; _third_highest_conv = 10000; }; }; //diag_log format["DEBUG TRADE part: %1 next: %2", _part_out,_next_highest_bar]; if(_total_parts_out >= _next_highest_conv) then { _next_parts_out_raw = _total_parts_out / _next_highest_conv; // whole parts _next_parts_out = floor(_next_parts_out_raw); //diag_log format["DEBUG TRADE next whole parts: %1 part: %2", _next_parts_out,_next_highest_bar]; // find any whole remains _remainder = floor((_next_parts_out_raw - _next_parts_out) * _next_highest_conv); //diag_log format["DEBUG TRADE remainder parts: %1 part: %2", _remainder,_part_out]; for "_x" from 1 to _remainder do { player addMagazine _part_out; }; // Find if needs further conversion if (_next_parts_out >= _third_highest_conv) then { _third_parts_out_raw = _next_parts_out / _third_highest_conv; // whole parts _third_parts_out = floor(_third_parts_out_raw); //diag_log format["DEBUG TRADE third whole parts: %1 part: %2", _third_parts_out,_third_highest_bar]; for "_x" from 1 to _third_parts_out do { player addMagazine _third_highest_bar; }; // find any whole remains _remainder = floor((_third_parts_out_raw - _third_parts_out) * _third_highest_conv); //diag_log format["DEBUG TRADE remainder parts: %1 part: %2", _remainder,_next_highest_bar]; for "_x" from 1 to _remainder do { player addMagazine _next_highest_bar; }; } else { //diag_log format["DEBUG TRADE next parts: %1 part: %2", _next_parts_out,_next_highest_bar]; for "_x" from 1 to _next_parts_out do { player addMagazine _next_highest_bar; }; }; } else { //diag_log "DEBUG TRADE SELLING NORMALLY"; for "_x" from 1 to _total_parts_out do { player addMagazine _part_out; }; }; } else { //diag_log "DEBUG TRADE BUYING"; for "_x" from 1 to _total_parts_out do { player addMagazine _part_out; }; }; }; TradeInprogress = false;