private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_traderID","_bos","_needed","_activatingPlayer","_textPartIn","_textPartOut","_started","_finished","_animState","_isMedic","_removed"]; // [part_out,part_in, qty_out, qty_in,"buy"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; _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; _bos = 0; if(_buy_o_sell == "buy") then { _qty = {_x == _part_in} count magazines player; } else { _qty = {_x == _part_in} count weapons player; _bos = 1; }; if (_qty >= _qty_in) then { cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"]; [1,1] call dayz_HungerThirst; // force animation 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 && !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; uiSleep 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 { // double check for all parts if(_buy_o_sell == "buy") then { _qty = {_x == _part_in} count magazines player; } else { _qty = {_x == _part_in} count weapons player; }; if (_qty >= _qty_in) then { //["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure; if (isNil "_part_out") then { _part_out = "Unknown Weapon/Magazine" }; if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" }; PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity]; publicVariableServer "PVDZE_obj_Trade"; waitUntil {!isNil "dayzTradeResult"}; //diag_log format["DEBUG Complete Trade: %1", dayzTradeResult]; if(dayzTradeResult == "PASS") then { _removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove); if(_removed == _qty_in) then { for "_x" from 1 to _qty_out do { if(_buy_o_sell == "buy") then { player addWeapon _part_out; } else { player addMagazine _part_out; }; }; cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"]; }; {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; } else { cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"]; }; dayzTradeResult = nil; }; }; } else { _needed = _qty_in - _qty; cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"]; }; DZE_ActionInProgress = false;