mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
I wasn't getting errors without if (gear_done) then {}; surrounding the
uiSleeps, so I don't quite trust the engine was executing them, I also
question the ability of uisleep to handle single frame precision (but I
haven't tested anything regarding this yet).
186 lines
5.9 KiB
Plaintext
186 lines
5.9 KiB
Plaintext
private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup","_idc","_display","_switchUnit"];
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disableSerialization;
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_class = _this;
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_position = player modeltoWorld [0,0,0];
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_dir = getDir player;
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_currentAnim = animationState player;
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_playerUID = [player] call FNC_GetPlayerUID;
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_weapons = weapons player;
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_countMags = call player_countMagazinesWBackpack;
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if (((typeName _countMags) != "ARRAY")) exitWith {localize "str_actions_switchmodel_fail" call dayz_rollingMessages;};
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_magazines = _countMags select 0;
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if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {localize "str_actions_switchmodel_fail" call dayz_rollingMessages;};
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_primweapon = primaryWeapon player;
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_secweapon = secondaryWeapon player;
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if(!(_primweapon in _weapons) && _primweapon != "") then {
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_weapons set [(count _weapons), _primweapon];
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};
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if(!(_secweapon in _weapons) && _secweapon != "") then {
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_weapons set [(count _weapons), _secweapon];
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};
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//BackUp Backpack
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dayz_myBackpack = unitBackpack player;
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_newBackpackType = (typeOf dayz_myBackpack);
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if(_newBackpackType != "") then {
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_backpackWpn = getWeaponCargo unitBackpack player;
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_backpackMag = _countMags select 1;
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};
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//Get Muzzle
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_currentWpn = currentWeapon player;
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_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
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if (count _muzzles > 1) then {
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_currentWpn = currentMuzzle player;
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};
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// diag_log "Attempting to switch model";
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// diag_log str(_weapons);
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// diag_log str(_magazines);
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// diag_log (str(_backpackWpn));
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// diag_log (str(_backpackMag));
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//Secure Player for Transformation
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//player setPosATL dayz_spawnPos;
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//Prevent client crash
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_display = findDisplay 106;
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_display closeDisplay 0;
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//BackUp Player Object
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_oldUnit = player;
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_oldGroup = group player;
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/**********************************/
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//DONT USE player AFTER THIS POINT//
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/**********************************/
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//Create New Character
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_group = createGroup west;
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_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
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_newUnit setDir _dir;
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{_newUnit removeMagazine _x;} count magazines _newUnit;
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removeAllWeapons _newUnit;
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//Equip New Charactar
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{
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if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
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} count _magazines;
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{
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_newUnit addWeapon _x;
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} count _weapons;
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//Check && Compare it
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if(str(_weapons) != str(weapons _newUnit)) then {
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//Get Differecnce
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{
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_weapons = _weapons - [_x];
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} count (weapons _newUnit);
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//Add the Missing
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{
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_newUnit addWeapon _x;
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} count _weapons;
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};
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if(_primweapon != (primaryWeapon _newUnit)) then {
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_newUnit addWeapon _primweapon;
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};
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if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
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_newUnit addWeapon _secweapon;
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};
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_switchUnit = {
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addSwitchableUnit _newUnit;
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setPlayable _newUnit;
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selectPlayer _newUnit;
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//Switch the units
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//_createSafePos = [(getMarkerPos "respawn_west"), 2, 100, 0, 1, 20, 0] call BIS_fnc_findSafePos;
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_createSafePos = getMarkerPos "respawn_west";
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_rndx = floor(random 100);
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_rndy = floor(random 100);
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_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
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_newUnit setPosATL _position;
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removeAllWeapons _oldUnit;
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{_oldUnit removeMagazine _x;} count magazines _oldUnit;
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if !(isNull _oldUnit) then {deleteVehicle _oldUnit;};
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deleteGroup _oldGroup;
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if (_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
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};
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//Add && Fill BackPack
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if (!isNil "_newBackpackType") then {
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if (_newBackpackType != "") then {
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_newUnit addBackpack _newBackpackType;
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dayz_myBackpack = unitBackpack _newUnit;
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//Weapons
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_backpackWpnTypes = [];
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_backpackWpnQtys = [];
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if (count _backpackWpn > 0) then {
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_backpackWpnTypes = _backpackWpn select 0;
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_backpackWpnQtys = _backpackWpn select 1;
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};
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[] call _switchUnit;
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if (gear_done) then {Sleep 0.001;};
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["1"] call gearDialog_create;
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if (gear_done) then {Sleep 0.001;};
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//magazines
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_countr = 0;
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{
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if ((typeName _x) != "STRING") then {
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_isWeapon = (isClass(configFile >> "CfgWeapons" >> (_x select 0)));
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} else {
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_isWeapon = (isClass(configFile >> "CfgWeapons" >> _x));
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};
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if (!_isWeapon) then {
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_countr = _countr + 1;
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if ((typeName _x) != "STRING") then {
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dayz_myBackpack addMagazineCargoGlobal [(_x select 0), 1];
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_idc = 4999 + _countr;
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_idc setIDCAmmoCount (_x select 1);
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} else {
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dayz_myBackpack addMagazineCargoGlobal [_x, 1];
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};
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};
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} count _backpackMag;
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(findDisplay 106) closeDisplay 0;
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if (gear_done) then {Sleep 0.001; disableUserInput false;};
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_countr = 0;
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{
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dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
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_countr = _countr + 1;
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} count _backpackWpnTypes;
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} else { [] call _switchUnit; };
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} else { [] call _switchUnit; };
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//Debug Message
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diag_log "Swichtable Unit Created. Equipment:";
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diag_log format["Weapons: %1",weapons _newUnit];
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diag_log format["Magazines: %1",magazines _newUnit];
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diag_log format["Backpack weapons: %1",getWeaponCargo unitBackpack _newUnit];
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diag_log format["Backpack magazines: %1",getMagazineCargo unitBackpack _newUnit];
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//Clear and delete old Unit
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removeAllWeapons _oldUnit;
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{_oldUnit removeMagazine _x;} count magazines _oldUnit;
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if !(isNull _oldUnit) then {deleteVehicle _oldUnit;};
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deleteGroup _oldGroup;
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// player switchCamera = _currentCamera;
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if (_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
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[objNull, player, rSwitchMove, _currentAnim] call RE;
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player disableConversation true;
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player setVariable ["BIS_noCoreConversations",true];
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call dayz_meleeMagazineCheck;
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{player reveal _x} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]); |