private ["_vehicle","_part","_hitpoint","_type","_selection","_array","_started","_finished","_animState","_isMedic","_num_removed","_damage","_dis","_sfx","_allFixed","_id","_hasToolbox","_section","_nameType","_namePart","_hitpoints"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_92") , "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; // _hasToolbox = "ItemToolbox" in items player; _section = _part in magazines 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"); s_player_repair_crtl = 1; if (_section and _hasToolbox) then { [1,1] call dayz_HungerThirst; 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 and !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { _damage = [_vehicle,_hitpoint] call object_getHit; _vehicle removeAction _id; //dont waste loot on undamaged parts if (_damage > 0) then { // ensure part was removed _num_removed = ([player,_part] call BIS_fnc_invRemove); if(_num_removed == 1) then { //Fix 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 and fix it PVDZE_veh_SFix = [_vehicle,_selection,0]; publicVariable "PVDZE_veh_SFix"; if (local _vehicle) then { PVDZE_veh_SFix call object_setFixServer; }; _vehicle setvelocity [0,0,1]; //Success! cutText [format[(localize "str_epoch_player_166"),_namePart,_nameType], "PLAIN DOWN"]; }; }; } else { r_interrupt = false; if (vehicle player == player) then { [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; }; cutText [(localize "str_epoch_player_93"), "PLAIN DOWN"]; }; } else { cutText [format[(localize "str_epoch_player_167"),_namePart], "PLAIN DOWN"]; }; {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; dayz_myCursorTarget = objNull; //check if repaired fully _hitpoints = _vehicle call vehicle_getHitpoints; _allFixed = true; { _damage = [_vehicle,_x] call object_getHit; if (_damage > 0) exitWith { _allFixed = false; }; } forEach _hitpoints; //update if repaired if (_allFixed) then { _vehicle setDamage 0; //["PVDZE_veh_Update",[_vehicle,"repair"]] call callRpcProcedure; PVDZE_veh_SFix = [_vehicle,_selection,0]; publicVariable "PVDZE_veh_SFix"; if (local _vehicle) then { PVDZE_veh_SFix call object_setFixServer; }; }; s_player_repair_crtl = -1; DZE_ActionInProgress = false;