mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
* Advanced trading tidying, spelling fixes, private fixes and string fixes. Fixes snap building issue with metal floors Fixed spelling mistakes in various scripts Fixed formatting uglyness in various scripts Fixed invalid private lines in various scripts Changed Advanced trading so buying worked more like selling, You can't select backpack if you don't have a pack nor can you select a vehicle if you don't have a vehicle. Removed some redundant strings from Advanced trading and changed a few of the strings to be more englishy Removed the ability to buy a backpack into your backpack (You cant do this anyway) Fixed a bug where if you had nothing in your backpack it would break the checkArrayInConfig script so the titlebar would not refresh correctly Removed slot counts on no backpack and no vehicle (No need for it, just clutter) Moved backpack/vehicle checking to z_at_getContainer.sqf * Last part of tidyness fixes Last part of tidyness fixes * Actual backpack fix Lets actually fix the buying backpack into backpack or backpack when you already have one. * Missing from commit Missing from commit
422 lines
9.0 KiB
C++
422 lines
9.0 KiB
C++
/*
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Created by Raymix
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*/
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class SnapBuilding {
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//Barriers whitelist
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class Barrier {
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snapTo[] = {
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"Land_HBarrier5_DZ",
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"Land_HBarrier3_DZ",
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"Land_HBarrier1_DZ",
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"Sandbag1_DZ",
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"BagFenceRound_DZ",
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"Fort_RazorWire"
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};
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radius = 5;
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};
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//snap points
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class Land_HBarrier5Preview: Barrier{ //fix for broken offsets in ghost
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.75,0.1,"Back"},
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{0,0.75,0.1,"Front"},
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{-2.85,0,0.1,"Left"},
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{2.85,0,0.1,"Right"},
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{0,0,0.9,"Top"}
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};
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};
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class Land_HBarrier5_DZ: Land_HBarrier5Preview {
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.75,0,"Back"},
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{0,0.75,0,"Front"},
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{-2.85,0,0,"Left"},
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{2.85,0,0,"Right"},
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{0,0,0.9,"Top"}
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};
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};
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class Land_HBarrier3ePreview: Barrier { //whitelist inheritance
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.75,0,"Back"},
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{0,0.75,0,"Front"},
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{-1.7,0,0,"Left"},
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{1.7,0,0,"Right"},
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{0,0,0.9,"Top"}
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};
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};
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class Land_HBarrier3_DZ: Land_HBarrier3ePreview{}; //point inheritance
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class Land_HBarrier1Preview: Barrier {
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.75,0,"Back"},
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{0,0.75,0,"Front"},
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{-0.6,0,0,"Left"},
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{0.6,0,0,"Right"},
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{0,0,0.9,"Top"}
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};
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};
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class Land_HBarrier1_DZ: Land_HBarrier1Preview{};
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class Fort_RazorWirePreview: Barrier {
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.95,-0.3,"Back"},
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{0,0.95,-0.3,"Front"},
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{-4.1,0,-0.3,"Left"},
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{4.1,0,-0.3,"Right"},
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{0,0,1,"Top"}
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};
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};
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class Fort_RazorWire: Fort_RazorWirePreview {};
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class Sandbag1_DZ: Barrier {
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points[] = {
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{0,0,0,"Pivot"},
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{-1.5,0,0,"Left"},
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{1.5,0,0,"Right"},
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{0,0,0.4,"Top"}
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};
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};
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class BagFenceRound_DZ: Barrier {
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points[] = {
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{0,0,0,"Pivot"},
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{-1.295,0.38,0,"Left"},
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{1.295,0.38,0,"Right"},
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{0,0,0.4,"Top"}
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};
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};
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//Snapping whitelists for Floors, walls and stairs
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class FloorsWallsStairs {
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snapTo[] = {
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"WoodFloorQuarter_DZ",
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"WoodFloorHalf_DZ",
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"WoodFloor_DZ",
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"WoodStairs_DZ",
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"WoodStairsSans_DZ",
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"WoodSmallWallDoor_DZ",
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"WoodSmallWall_DZ",
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"WoodSmallWallWin_DZ",
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"Land_DZE_WoodDoor",
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"Land_DZE_WoodDoorLocked",
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"WoodLargeWall_DZ",
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"Land_DZE_LargeWoodDoor",
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"WoodLargeWallWin_DZ",
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"WoodLargeWallDoor_DZ",
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"Land_DZE_GarageWoodDoor",
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"Land_DZE_GarageWoodDoorLocked",
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"Land_DZE_LargeWoodDoorLocked",
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"WoodSmallWallThird_DZ",
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"CinderWall_DZ",
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"CinderWallDoorway_DZ",
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"CinderWallDoorLocked_DZ",
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"CinderWallDoor_DZ",
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"CinderWallSmallDoorway_DZ",
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"CinderWallDoorSmallLocked_DZ",
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"CinderWallHalf_DZ",
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"CinderWallDoorSmall_DZ",
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"MetalFloor_DZ"
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};
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radius = 7;
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};
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class WoodFloorQuarter_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
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points[] = {
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{0,0,0,"Pivot"},
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{0,-1.23,0,"Back"},
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{0,1.23,0,"Front"},
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{-1.24,0,0,"Left"},
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{1.24,0,0,"Right"}
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};
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};
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class WoodFloorQuarter_DZ: FloorsWallsStairs {
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points[] = {
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{0,0,0,"Pivot"},
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{0,-1.23,0.137726,"Back"},
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{0,1.23,0.137726,"Front"},
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{-1.24,0,0.137726,"Left"},
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{1.24,0,0.137726,"Right"}
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};
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};
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class WoodFloorHalf_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
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points[] = {
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{0,0,0,"Pivot"},
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{0,-2.34,0,"Back"},
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{0,2.34,0,"Front"},
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{-1.25,0,0,"Left"},
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{1.25,0,0,"Right"}
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};
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};
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class WoodFloorHalf_DZ: FloorsWallsStairs{
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points[] = {
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{0,0,0,"Pivot"},
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{0,-2.34,0.1407,"Back"},
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{0,2.34,0.1407,"Front"},
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{-1.25,0,0.1407,"Left"},
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{1.25,0,0.1407,"Right"}
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};
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};
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class WoodFloor_Preview_DZ: FloorsWallsStairs {
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points[] = {
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{0,0,0,"Pivot"},
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{0,-2.33,0.130,"Back"},
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{0,2.33,0.130,"Front"},
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{-2.495,0,0.130,"Left"},
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{2.495,0,0.130,"Right"}
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};
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radius = 10;
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};
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class WoodFloor_DZ: WoodFloor_Preview_DZ{};
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class Stairs_DZE: FloorsWallsStairs {
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points[] = {
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{0,0,0,"Pivot"},
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{1.56055,-0.78,1.5,"Back"},
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{1.56055,0.78,1.5,"Front"},
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{1.73926,0.05,2.9,"Top"},
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{-1.73926,0.05,0,"Bottom"}
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};
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};
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class WoodStairs_DZ: Stairs_DZE {};
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class WoodStairs_Preview_DZ: Stairs_DZE {};
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class WoodStairsSans_Preview_DZ: Stairs_DZE {};
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class WoodStairsSans_DZ: Stairs_DZE {};
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class WoodSmall_DZE: FloorsWallsStairs { // Small wood walls
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points[] = {
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{0,0,0,"Pivot"},
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{-2.285, 0, 1.5,"Left"},
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{2.285, 0, 1.5,"Right"},
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{0, 0, 3,"Top"}
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};
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};
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class WoodSmallWallDoor_Preview_DZ: WoodSmall_DZE {};
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class WoodSmallWall_Preview_DZ: WoodSmall_DZE {};
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class WoodSmallWallWin_Preview_DZ: WoodSmall_DZE {};
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class WoodSmallWallDoor_DZ: WoodSmall_DZE {};
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class WoodSmallWall_DZ: WoodSmall_DZE {};
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class WoodSmallWallWin_DZ: WoodSmall_DZE {};
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class Land_DZE_WoodDoor: WoodSmall_DZE {};
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class Land_DZE_WoodDoorLocked: WoodSmall_DZE {};
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class WoodDoor_Preview_DZ: WoodSmall_DZE{};
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class WoodLarge_DZE: FloorsWallsStairs { //Large wood walls
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points[] = {
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{0,0,0,"Pivot"},
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{-2.45, 0, 1.5,"Left"},
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{2.45, 0, 1.5,"Right"},
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{0, 0, 3,"Top"}
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};
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};
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class WoodLargeWall_Preview_DZ: WoodLarge_DZE {};
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class WoodLargeWallWin_Preview_DZ: WoodLarge_DZE {};
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class WoodLargeWallDoor_Preview_DZ: WoodLarge_DZE {};
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class WoodSmallWallThird_Preview_DZ: WoodLarge_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.445, 0, 1.5,"Left"},
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{2.445, 0, 1.5,"Right"},
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{0, 0, 1.17,"Top"}
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};
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};
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class WoodSmallWallThird_DZ: WoodSmallWallThird_Preview_DZ{};
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class WoodLargeWall_DZ: WoodLarge_DZE {};
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class Land_DZE_LargeWoodDoor: WoodLarge_DZE {};
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class WoodLargeWallWin_DZ: WoodLarge_DZE {};
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class WoodLargeWallDoor_DZ: WoodLarge_DZE {};
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class Land_DZE_GarageWoodDoor: WoodLarge_DZE {};
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class GarageWoodDoor_Preview_DZ: WoodLarge_DZE {};
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class Land_DZE_GarageWoodDoorLocked: WoodLarge_DZE {};
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class Land_DZE_LargeWoodDoorLocked: WoodLarge_DZE {};
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class LargeWoodDoor_Preview_DZ: WoodLarge_DZE {};
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class Cinder_DZE: FloorsWallsStairs { //All cinder walls and doors
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 3.37042,"Top"}
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};
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radius = 10;
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};
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class CinderWall_Preview_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 0,"Left"},
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{2.64, 0, 0,"Right"},
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{0, 0, 1.685,"Top"},
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{0,0,-1.685,"Bottom"}
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};
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};
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class CinderWallDoorway_Preview_DZ: Cinder_DZE {};
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class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {};
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class CinderWallHalf_Preview_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 1.5,"Top"}
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};
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};
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class CinderWall_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 3.37042,"Top"},
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{0,0,-1.685,"Bottom"}
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};
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};
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class CinderWallDoorway_DZ: Cinder_DZE {};
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class CinderWallDoorLocked_DZ: Cinder_DZE {};
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class CinderWallDoor_DZ: Cinder_DZE {};
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class CinderWallSmallDoorway_DZ: Cinder_DZE {};
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class CinderWallDoorSmallLocked_DZ: Cinder_DZE {};
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class CinderWallHalf_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 1.685,"Top"}
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};
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};
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class CinderWallDoorSmall_DZ: Cinder_DZE {};
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class MetalFloor_Preview_DZ: FloorsWallsStairs {
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points[] = {
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{0,0,0.011,"Pivot"},
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{0, -2.64, 0.025,"Back"},
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{0, 2.64, 0.025,"Front"},
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{-2.64, 0, 0.025,"Left"},
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{2.64, 0, 0.025,"Right"}
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};
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radius = 12;
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};
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class MetalFloor_DZ: FloorsWallsStairs{
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points[] = {
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{0,0,0,"Pivot"},
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{0, -2.64, 0.166,"Back"},
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{0, 2.64, 0.166,"Front"},
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{-2.64, 0, 0.166,"Left"},
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{2.64, 0, 0.166,"Right"}
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};
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radius = 12;
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};
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//Non essential Items that only snap to themselves, do whitelist inheritance if you want these to snap
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class WoodCrate_DZ {
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snapTo[] = {
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"WoodCrate_DZ"
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};
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radius = 5;
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points[] = {
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{0,0,0,"Pivot"},
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{0,-0.47,0,"Back"},
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{0,0.47,0,"Front"},
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{-0.47,0,0,"Left"},
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{0.47,0,0,"Right"},
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{0,0,0.47,"Top"}
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};
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};
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class MetalPanel_DZ {
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snapTo[] = {
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"MetalPanel_DZ"
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};
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radius = 5;
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points[] = {
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{0,0,0,"Pivot"},
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{-1.5,0,0,"Left"},
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{1.5,0,0,"Right"}
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};
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};
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class MetalGate_DZ {
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snapTo[] = {
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"MetalGate_DZ"
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};
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radius = 5;
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points[] = {
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{0,0,0,"Pivot"},
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{-4.1,0,0,"Left"}
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};
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};
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class StickFence_DZ {
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snapTo[] = {
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"StickFence_DZ"
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};
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radius = 10;
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points[] = {
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{0,0,0,"Pivot"},
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{-2.95,0,0.3,"Left"},
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{2.95,0,0.3,"Right"}
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};
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};
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class Fence_corrugated_DZ {
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snapTo[] = {
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"Fence_corrugated_DZ"
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};
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radius = 10;
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points[] = {
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{0,0,0,"Pivot"},
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{-1.95,0,0.88,"Left"},
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{1.95,0,0.88,"Right"}
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};
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};
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class WoodRamp_Preview_DZ {
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snapTo[] = {
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"WoodRamp_DZ"
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};
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radius = 7;
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points[] = {
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{0,0,0,"Pivot"},
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{0.65,-1.7,1.2,"Back"},
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{0.65,1.5,1.2,"Front"},
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{3.34,-0.115,2.82,"Top"}
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};
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};
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class WoodRamp_DZ: WoodRamp_Preview_DZ{};
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class WoodLadder_Preview_DZ {
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snapTo[] = {
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"WoodLadder_DZ"
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};
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radius = 5;
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points[] = {
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{0,0,0,"Pivot"},
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{-0.4,0,1.725,"Left"},
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{0.4,0,1.725,"Right"}
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};
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};
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class WoodLadder_DZ: WoodLadder_Preview_DZ{};
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class VaultStorageLocked {
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snapTo[] = {
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"VaultStorageLocked",
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"VaultStorage"
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};
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radius = 5;
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points[] = {
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{0,0,0,"Pivot"},
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{0,0.284,0.615,"Back"},
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{0,0,1.23,"Top"},
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{-0.362,0,0.615,"Left"},
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{0.362,0,0.615,"Right"}
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};
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};
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class VaultStorage: VaultStorageLocked {};
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};
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