private ["_item","_type","_hasHarvested","_config","_knifeArray","_PlayerNear","_isListed","_activeKnife","_text","_dis","_sfx","_sharpnessRemaining","_qty","_chance","_msg","_string"]; if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_29" call dayz_rollingMessages;}; DZE_ActionInProgress = true; _item = _this select 3; _type = typeOf _item; _hasHarvested = _item getVariable["meatHarvested",false]; _config = configFile >> "CfgSurvival" >> "Meat" >> _type; _knifeArray = []; player removeAction s_player_butcher; s_player_butcher = -1; _PlayerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 1; if (_PlayerNear) exitWith {localize "str_pickup_limit_5" call dayz_rollingMessages; DZE_ActionInProgress = false;}; //Count how many active tools the player has { if (_x IN items player) then { _knifeArray set [count _knifeArray, _x]; }; } count Dayz_Gutting; if ((count _knifeArray) < 1) exitWith { localize "str_cannotgut" call dayz_rollingMessages; DZE_ActionInProgress = false; }; if ((count _knifeArray > 0) and !_hasHarvested) then { private "_qty"; //Select random can from array _activeKnife = _knifeArray call BIS_fnc_selectRandom; //Get Animal Type _isListed = isClass _config; _text = getText (configFile >> "CfgVehicles" >> _type >> "displayName"); player playActionNow "Medic"; _dis=10; _sfx = "gut"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] call player_alertZombies; // Added Nutrition-Factor for work ["Working",0,[20,40,15,0]] call dayz_NutritionSystem; _item setVariable ["meatHarvested",true,true]; _qty = if (_isListed) then {getNumber (_config >> "yield")} else {2}; if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); }; if (local _item) then { [_item,_qty] spawn local_gutObject; //leave as spawn (sleeping in loops will work but can freeze the script) } else { PVCDZ_obj_GutBody =[_item,_qty]; publicVariable "PVCDZ_obj_GutBody"; //achievement system if (!achievement_Gut) then { achievement_Gut = true; }; }; if (dayz_knifeDulling) then { _sharpnessRemaining = getText (configFile >> "cfgWeapons" >> _activeKnife >> "sharpnessRemaining"); switch _activeKnife do { case "ItemKnife" : { //_chance = getNumber (configFile >> "cfgWeapons" >> _activeKnife >> "chance"); if ([0.2] call fn_chance) then { player removeWeapon _activeKnife; player addWeapon _sharpnessRemaining; //systemChat (localize "str_info_bluntknife"); _msg = localize "str_info_bluntknife"; _msg call dayz_rollingMessages; }; }; case "ItemKnifeBlunt" : { //do nothing }; default { player removeWeapon _activeKnife; player addWeapon _sharpnessRemaining; }; }; }; uiSleep 6; _string = format[localize "str_success_gutted_animal",_text,_qty]; closeDialog 0; uiSleep 0.02; _string call dayz_rollingMessages; }; DZE_ActionInProgress = false;