/* FUNCTION COMPILES */ //Player only if (!isDedicated) then { _config = configFile >> "CfgLoot"; _config1 = configFile >> "CfgMagazines" >> "FoodEdible"; _config2 = configFile >> "CfgWeapons" >> "Loot"; "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf"; player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf"; player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf"; building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf"; player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf"; building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf"; //animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf"; building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf"; player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf"; control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf"; player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf"; player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf"; spawn_flies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf"; stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf"; stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf"; stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf"; player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf"; player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf"; world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf"; player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf"; player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf"; player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf"; //player_combatLogged = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_combatLogged.sqf"; player_tameDog = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_tameDog.sqf"; //Objects object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf"; object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf"; //Zombies zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf"; zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour // Vehicle damage fix vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf"; vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf"; //actions player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf"; player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf"; player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf"; player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf"; player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf"; player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf"; player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf"; player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf"; player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf"; player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf"; player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf"; player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf"; player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf"; player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf"; object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf"; //ui player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf"; player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf"; ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf"; //System player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf"; player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf"; player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf"; onPreloadStarted "dayz_preloadFinished = false;"; onPreloadFinished "dayz_preloadFinished = true;"; // TODO: need move it in player_monitor.fsm // allow player disconnect from server, if loading hang, kicked by BE etc. [] spawn { private["_timeOut"]; _timeOut = 0; while { _timeOut < 90 } do { _timeOut = _timeOut + 1; sleep 1; }; if ( !dayz_preloadFinished ) then { endLoadingScreen; disableUserInput false; cutText ["Something went wrong! disconnect and try again!", "BLACK OUT",1]; player enableSimulation false; }; }; dayz_losChance = { private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"]; _agent = _this select 0; _dis = _this select 1; _maxDis = _this select 2; // diag_log ("VAL: " + str(_this)); _val = (_maxDis - _dis) max 0; _maxExp = ((exp 2) * _maxDis); _myExp = ((exp 2) * (_val)) / _maxExp; _myExp = _myExp * 0.7; _myExp }; ui_initDisplay = { private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"]; disableSerialization; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1204; _control ctrlShow false; if (!r_player_injured) then { _ctrlBleed = _display displayCtrl 1303; _ctrlBleed ctrlShow false; }; if (!r_fracture_legs and !r_fracture_arms) then { _ctrlFracture = _display displayCtrl 1203; _ctrlFracture ctrlShow false; }; _ctrlDogFoodBorder = _display displayCtrl 1501; _ctrlDogFoodBorder ctrlShow false; _ctrlDogFood = _display displayCtrl 1701; _ctrlDogFood ctrlShow false; _ctrlDogWaterBorder = _display displayCtrl 1502; _ctrlDogWaterBorder ctrlShow false; _ctrlDogWater = _display displayCtrl 1702; _ctrlDogWater ctrlShow false }; dayz_losCheck = { private["_target","_agent","_cantSee"]; _target = _this select 0; _agent = _this select 1; _cantSee = true; if (!isNull _target) then { _tPos = eyePos _target; //(getPosASL _target); _zPos = eyePos _agent; //(getPosASL _agent); if ((count _tPos > 0) and (count _zPos > 0)) then { _cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)]; //diag_log ("terrainIntersectASL: " + str(_cantSee)); if (!_cantSee) then { _cantSee = lineIntersects [(eyePos _target), (eyePos _agent)]; //diag_log ("lineIntersects: " + str(_cantSee)); }; }; }; _cantSee }; eh_zombieInit = { private["_unit","_pos"]; //_unit = _this select 0; //_pos = getPosATL _unit; //_id = [_pos,_unit] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; }; dayz_equipCheck = { private ["_empty", "_needed","_diff","_success"]; _config = _this; _empty = [player] call BIS_fnc_invSlotsEmpty; _needed = [_config] call BIS_fnc_invSlotType; _diff = [_empty,_needed] call BIS_fnc_vectorDiff; _success = true; { if (_x > 0) then {_success = false}; } forEach _diff; hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config]; _success }; dayz_disableRespawn = { private["_display","_btnRespawn"]; if(r_fracture_legs) exitWith {}; disableSerialization; waitUntil { _display = findDisplay 49; !isNull _display; }; _btnRespawn = _display displayCtrl 1010; _btnRespawn ctrlEnable false; }; dayz_disableAbort = { private["_display","_btnAbort","_combattimeout"]; _combattimeout = player getVariable["combattimeout",0]; if(_combattimeout < time) exitWith {}; disableSerialization; waitUntil { _display = findDisplay 49; !isNull _display; }; _btnAbort = _display displayCtrl 104; _btnAbort ctrlEnable false; }; dayz_spaceInterrupt = { private ["_dikCode", "_handled"]; _dikCode = _this select 1; _altState = _this select 4; _handled = false; //if (_dikCode == 57) then {_handled = true}; // space //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true}; if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true}; if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true}; if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true}; if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = time; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = time; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = time; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = time; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; /* if ((_dikCode == 0x38 or _dikCode == 0xB8) and (time - dayz_lastCheckBit > 10)) then { call dayz_forceSave; }; */ if (_dikCode in actionKeys "IngamePause") then { call dayz_forceSave; _id = [] spawn dayz_disableRespawn; _id = [] spawn dayz_disableAbort; }; _handled }; player_serverModelChange = { private["_object","_model"]; _object = _this select 0; _model = _this select 1; if (_object == player) then { _model call player_switchModel; }; }; player_guiControlFlash = { private["_control"]; _control = _this; if (ctrlShown _control) then { _control ctrlShow false; } else { _control ctrlShow true; }; }; gear_ui_offMenu = { private["_control","_parent","_menu"]; disableSerialization; _control = _this select 0; _parent = findDisplay 106; if (!(_this select 3)) then { for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; }; gear_ui_init = { private["_control","_parent","_menu","_dspl","_grpPos"]; disableSerialization; _parent = findDisplay 106; _control = _parent displayCtrl 6902; for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; dayz_eyeDir = { private["_vval","_vdir"]; _vval = (eyeDirection _this); _vdir = (_vval select 0) atan2 (_vval select 1); if (_vdir < 0) then {_vdir = 360 + _vdir}; _vdir }; dayz_lowHumanity = { private["_unit","_humanity","_delay"]; _unit = _this; if ((_unit distance player) < 15) then { _humanity = _unit getVariable["humanity",0]; dayz_heartBeat = true; if (_humanity < -3000) then { _delay = ((10000 + _humanity) / 5500) + 0.3; playSound "heartbeat_1"; sleep _delay; }; dayz_heartBeat = false; }; }; /* dayz_meleeMagazineCheck = { private["_meleeNum","_magType","_wpnType"]; _wpnType = _this; _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0; _meleeNum = ({_x == _magType} count magazines player); if (_meleeNum > 1) then { if (player hasWeapon _wpnType) then { _meleeNum = _meleeNum - 1; }; for "_i" from 1 to _meleeNum do { player removeMagazine _magType; }; }; }; */ dayz_originalPlayer = player; }; BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandom.sqf"; //Checks which actions for nearby casualty //Server Only if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf"; } else { eh_localCleanup = {}; }; progressLoadingScreen 0.8; //Both //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf"; object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit) object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf"; object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage // Vehicle damage fix vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf"; vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf"; fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf"; fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding; dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf"; local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage local_sefFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed //player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf"; player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf"; player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf"; player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf"; player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf"; player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf"; player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf"; world_isDay = {if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}}; player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf"; spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf"; player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf"; player_sumMedical = { private["_character","_wounds","_legs","_arms","_medical"]; _character = _this; _wounds = []; if (_character getVariable["USEC_injured",false]) then { { if (_character getVariable[_x,false]) then { _wounds set [count _wounds,_x]; }; } forEach USEC_typeOfWounds; }; _legs = _character getVariable ["hit_legs",0]; _arms = _character getVariable ["hit_arms",0]; _medical = [ _character getVariable["USEC_isDead",false], _character getVariable["NORRN_unconscious", false], _character getVariable["USEC_infected",false], _character getVariable["USEC_injured",false], _character getVariable["USEC_inPain",false], _character getVariable["USEC_isCardiac",false], _character getVariable["USEC_lowBlood",false], _character getVariable["USEC_BloodQty",12000], _wounds, [_legs,_arms], _character getVariable["unconsciousTime",0], _character getVariable["messing",[0,0]] ]; _medical }; initialized = true;