Files
DayZ-Epoch/SQF/dayz_code/actions/object_upgradeFireplace.sqf
ebayShopper 42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00

172 lines
5.9 KiB
Plaintext

/*
This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
Simple class system to use this script.
class Upgrade {
requiredTools[] = {"ItemToolbox"};
requiredParts[] = {"equip_crate","PartWoodPile"};
create = "TentStorage1";
};
*/
private ["_objclass","_cursorTarget","_item","_classname","_requiredTools","_requiredParts","_upgrade","_upgradeConfig",
"_upgradeDisplayname","_onLadder","_isWater","_upgradeParts","_startUpgrade","_missingPartsConfig","_textMissingParts","_dis",
"_sfx","_ownerID","_objectID","_objectUID","_dir","_weapons","_magazines","_backpacks",
"_object","_objWpnTypes","_objWpnQty","_countr","_itemName","_vector","_finished"];
_cursorTarget = _this select 0;
if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then {
_cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , ["Land_Fire_DZ"], 1.5];
_cursorTarget = if (count _cursorTarget == 0) then { objNull } else { _cursorTarget select 0 };
};
if (isNull _cursorTarget) exitWith {};
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_item = typeof _cursorTarget;
//remove action menu
player removeAction s_player_upgradestorage;
s_player_upgradestorage = -1;
//Not needed
//_itemName = getText (configFile >> "CfgVehicles" >> _item >> "displayName");
////diag_log (str(_itemName));
//Get tools needed
_classname = configFile >> "CfgVehicles" >> _item;
_requiredTools = getArray (_classname >> "Upgrade" >> "requiredTools");
//diag_log (str(_requiredTools));
//get parts needed
_requiredParts = getArray (_classname >> "Upgrade" >> "requiredParts");
//diag_log (str(_requiredParts));
//get item to create
_upgrade = getText (_classname >> "Upgrade" >> "create");
//diag_log (str(_upgrade));
//Display name of upgrade part
_upgradeConfig = configFile >> "CfgVehicles" >> _upgrade;
//diag_log (str(_upgradeConfig));
_upgradeDisplayname = getText (_upgradeConfig >> "displayName");
//diag_log (str(_upgradeDisplayname));
//Normal blocked stuff
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
_upgradeParts = [];
_startUpgrade = true;
if(_isWater or _onLadder) exitWith { localize "str_CannotUpgrade" call dayz_rollingMessages; dayz_actionInProgress = false; };
// lets check player has requiredTools for upgrade
{
if (!(_x IN items player)) exitWith {
_missingPartsConfig = configFile >> "CfgVehicles" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
//systemChat format["Missing %1 to upgrade storage.", _textMissingParts];
format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages;
_startUpgrade = false;
};
} count _requiredTools;
// lets check player has requiredParts for upgrade
{
if (!(_x IN magazines player)) exitWith {
_missingPartsConfig = configFile >> "CfgMagazines" >> _x;
_textMissingParts = getText (_missingPartsConfig >> "displayName");
//systemChat format["Missing %1 to upgrade storage.", _textMissingParts];
format [localize "str_missing_to_do_this", _textMissingParts] call dayz_rollingMessages;
_startUpgrade = false;
};
if (_x IN magazines player) then {
_upgradeParts set [count _upgradeParts, _x];
};
} count _requiredParts;
//Does object have a upgrade option.
if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
_dis = 20;
_sfx = "tentpack";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
//Double check player did not drop required parts
if (!_finished or (isNull _cursorTarget) or ({!(_x in magazines player)} count _upgradeParts > 0)) exitWith {};
// Added Nutrition-Factor for work
["Working",0,[100,15,5,0]] call dayz_NutritionSystem;
//get ownerID from old tent.
_ownerID = _cursorTarget getVariable ["characterID","0"];
_objectID = _cursorTarget getVariable ["ObjectID","0"];
_objectUID = _cursorTarget getVariable ["ObjectUID","0"];
//Get location and direction of old item
_dir = round getDir _cursorTarget;
_vector = [vectorDir _cursorTarget,vectorUp _cursorTarget];
//reset orientation before measuring position, otherwise the new object will be placed incorrectly. -foxy
_cursorTarget setDir 0;
_pos = getPosATL _cursorTarget;
if (abs(((_vector select 1) select 2) - 1) > 0.001) then { _pos set [2,0]; };
//get contents
_magazines = getMagazineCargo _cursorTarget;
deleteVehicle _cursorTarget;
// remove parts from players inventory before creation of new tent.
{
player removeMagazine _x;
_upgradeParts = _upgradeParts - [_x];
} count _upgradeParts;
//create new tent
_object = createVehicle [_upgrade, getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
//reseting orientation to make sure the object goes where it's supposed to -foxy
_object setDir 0;
_object setPosATL _pos;
_object setVectorDirAndUp _vector;
//set ownerID from old tent.
_object setVariable ["characterID",_ownerID];
//Make sure player knows about the new object
player reveal _object;
//Add contents back
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
_object addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
//Light fire
[_object,true] call dayz_inflame;
_object spawn player_fireMonitor;
PVDZ_obj_Publish = [dayz_characterID,_object,[_dir,_pos],[[[],[]],_magazines,[[],[]]],player,dayz_authKey];
publicVariableServer "PVDZ_obj_Publish";
diag_log [diag_ticktime, __FILE__, "New Networked object, request to save to hive. PVDZ_obj_Publish:", PVDZ_obj_Publish];
localize "str_upgradeDone" call dayz_rollingMessages;
/*
} else {
localize "str_upgradeNoOption" call dayz_rollingMessages;
*/
};
dayz_actionInProgress = false;