#define CAN_DO (!r_drag_sqf && !r_player_unconscious && getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder") != 1) //#define HAS_TOOLBOX ("ItemToolbox" in items player) #define IN_VEHICLE (vehicle player != player) #define IS_ALIVE (damage _object < 1) //#define IS_DAMAGED (damage _object > 0) #define IS_PZOMBIE (player isKindOf "PZombie_VB") /* (['StudyBody',this] call userActionConditions) Return - must be true for action to show. */ private ["_action","_object","_show"]; _action = _this select 0; _object = _this select 1; _show = switch _action do { case "StudyBody": {!IS_ALIVE}; case "Butcher": {!IS_ALIVE && !IN_VEHICLE && CAN_DO && !(_object getVariable["meatHarvested",false]) && !IS_PZOMBIE}; case "Drink": {!IN_VEHICLE && CAN_DO && !dayz_isSwimming}; case "PushPlane": {IS_ALIVE && !IN_VEHICLE && CAN_DO && count crew _object == 0 && !isEngineOn _object && !IS_PZOMBIE}; //case "Repair": {IS_ALIVE && !IN_VEHICLE && CAN_DO && _object != dayz_myCursorTarget && HAS_TOOLBOX}; //case "Salvage": {IS_ALIVE && !IN_VEHICLE && CAN_DO && _object != dayz_myCursorTarget && HAS_TOOLBOX && (DZE_salvageLocked or !locked _object)}; //Built Items (Fence,Gates) //case "ObjectUpgrade": {!(_object getVariable['BuildLock',false])}; //case "ObjectMaintenance": {!(_object getVariable['Maintenance',false]) OR IS_DAMAGED}; //case "ObjectDisassembly": {((getPlayerUID player) in _object getVariable ["ownerArray",[]]) && (isClass (configFile >> "CfgVehicles" >> (typeof _object) >> "Disassembly")) && HAS_TOOLBOX}; default {false}; }; _show