private ["_vehicle","_part","_hitpoint","_type","_selection","_array","_started","_finished","_animState","_isMedic","_isOK","_brokenPart","_findPercent","_damage","_hasToolbox","_nameType","_namePart"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_94") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; //_id = _this select 2; _array = _this select 3; _vehicle = _array select 0; _part = _array select 1; _hitpoint = _array select 2; _type = typeOf _vehicle; _isOK = false; _brokenPart = false; // _hasToolbox = "ItemToolbox" in items player; // moving this here because we need to know which part needed if we don't have it _nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName"); _namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName"); {_vehicle removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = 1; if (_hasToolbox) then { [1,1] call dayz_HungerThirst; player playActionNow "Medic"; [player,"repair",0,false] call dayz_zombieSpeak; [player,50,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 && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; uiSleep 0.1; }; r_doLoop = false; if (_finished) then { _damage = [_vehicle,_hitpoint] call object_getHit; // _vehicle removeAction _id; //dont allow removal of damaged parts if (_damage < 1) then { _findPercent = (1 - _damage) * 10; if(ceil (random _findPercent) == 1) then { _isOK = true; _brokenPart = true; } else { _isOK = [player,_part] call BIS_fnc_invAdd; _brokenPart = false; }; if (_isOK) then { //break the part _selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name"); //vehicle is owned by whoever is in it, so we have to have each client try && fix it //["PVDZE_veh_SFix",[_vehicle,_selection,1],_vehicle] call broadcastRpcCallIfLocal; PVDZE_veh_SFix = [_vehicle,_selection,1]; publicVariable "PVDZE_veh_SFix"; if (local _vehicle) then { PVDZE_veh_SFix call object_setFixServer; }; _vehicle setvelocity [0,0,1]; if(_brokenPart) then { //Failed! cutText [format[(localize "str_epoch_player_168"),_namePart,_nameType], "PLAIN DOWN"]; } else { //Success! cutText [format[(localize "str_epoch_player_169"),_namePart,_nameType], "PLAIN DOWN"]; }; } else { cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"]; }; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText [(localize "str_epoch_player_95"), "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_170"),_namePart], "PLAIN DOWN"]; }; dayz_myCursorTarget = objNull; s_player_repair_crtl = -1; DZE_ActionInProgress = false;