private ["_item", "_type", "_hasHarvested", "_config", "_knifeArray", "_PlayerNear", "_isListed", "_activeKnife", "_text", "_dis", "_sfx", "_sharpnessRemaining"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_29") , "PLAIN DOWN"]; }; 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 {cutText [localize "str_pickup_limit_5", "PLAIN DOWN"]}; //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 { cutText [localize "str_cannotgut", "PLAIN DOWN"] }; 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 = 2; if (_isListed) then { _qty = getNumber (_config >> "yield"); }; 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 { PVDZE_plr_GutBody =[_item,_qty]; publicVariable "PVDZE_plr_GutBody"; //achievement system if (!achievement_Gut) then { achievement_Gut = true; }; }; //_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; //cutText [_string, "PLAIN DOWN"]; _string call dayz_rollingMessages; }; DZE_ActionInProgress = false;