private ["_item","_type","_hasHarvested","_config","_knifeArray","_playerNear","_isListed","_activeKnife","_text","_sharpnessRemaining","_qty","_chance","_string"]; if (dayz_actionInProgress) exitWith {localize "str_epoch_player_31" call dayz_rollingMessages;}; dayz_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; dayz_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 {format[localize "str_missing_to_do_this",localize "STR_EQUIP_NAME_4"] call dayz_rollingMessages; dayz_actionInProgress = false; }; if ((count _knifeArray > 0) && !_hasHarvested) then { private "_qty"; //Select random can from array _activeKnife = _knifeArray call BIS_fnc_selectRandom; //Get Zombie Type //_isListed = isClass _config; _text = getText (configFile >> "CfgVehicles" >> _type >> "displayName"); player playActionNow "Medic"; [player,"gut",0,false,10] call dayz_zombieSpeak; [player,10,true,(getPosATL player)] call player_alertZombies; ["Working",0,[20,40,15,0]] call dayz_NutritionSystem; // Added Nutrition-Factor for work _item setVariable ["meatHarvested",true,true]; _qty = 2; //not used for gutting zombies if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); }; if (local _item) then { [_item,_qty] spawn local_gutObjectZ; //leave as spawn (sleeping in loops will work but can freeze the script) } else { PVDZE_plr_GutBodyZ = [_item,_qty]; publicVariable "PVDZE_plr_GutBodyZ"; }; 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"); localize "str_info_bluntknife" call dayz_rollingMessages; }; }; case "ItemKnifeBlunt" : { //do nothing }; default { player removeWeapon _activeKnife; player addWeapon _sharpnessRemaining; }; }; }; // Reduce humanity for gutting zeds _humanity = player getVariable ["humanity",0]; _humanity = _humanity - 10; player setVariable ["humanity",_humanity,true]; uiSleep 6; _string = format[localize "str_success_gutted_zombie",_text]; //%1 has been gutted, zombie parts are now on the carcass closeDialog 0; uiSleep 0.02; _string call dayz_rollingMessages; }; dayz_actionInProgress = false;