Files
DayZ-Epoch/SQF/dayz_code/actions/object_dismantle.sqf
ebayShopper 48858b2e6c Add medic anim function with proper interrupt
Closes #1386

Vanilla commits
applied:
f99a3deced
731b957e8e

Removed
two unused files and a few variables made redundant by actionInProgress
2017-06-06 15:25:14 -04:00

143 lines
4.2 KiB
Plaintext

if (dayz_actionInProgress) exitWith { localize "str_player_actionslimit" call dayz_rollingMessages; };
dayz_actionInProgress = true;
private ["_object","_proceed","_rndattemps","_limit","_dismantleToo","_ownerID","_objectID","_objectUID","_playerID","_claimedBy","_tools","_exit","_end","_onLadder","_isWater","_isOk","_counter","_text","_dis","_sfx","_finished"];
_object = _this;
_proceed = false;
_exit = false;
//Random times to run
_rndattemps = getNumber (configFile >> "CfgVehicles" >> (typeOf _object) >> "dismantle" >> "attempts");
_limit = 1 + round(random _rndattemps);
//Dismantle magazine type
_dismantleToo = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "dismantle" >> "dismantleToo");
//Object info
_ownerID = _object getVariable["CharacterID","0"];
_objectID = _object getVariable["ObjectID","0"];
_objectUID = _object getVariable["ObjectUID","0"];
//Playerinfo
_playerID = getPlayerUID player;
//Block
_claimedBy = _object getVariable "claimed";
if (isnil "claimed") then {
_object setVariable["claimed",_playerID,true];
};
//Tools
_tools = getArray (configFile >> "CfgVehicles" >> (typeOf _object) >> "dismantle" >> "requiredtools");
{
private ["_end"];
if ((_x select 0) in items player) then {_end = false;} else { format [localize "STR_BLD_DISMANTLE_MISSING",(_x select 0)] call dayz_rollingMessages; _end = true; _proceed = false; };
if (_end) exitwith { _exit = true; };
} foreach _tools;
//End missing tools
if (_exit) exitwith {dayz_actionInProgress = false;};
//Normal blocked stuff
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
if(_isWater or _onLadder) exitWith {dayz_actionInProgress = false; localize "str_water_ladder_cant_do" call dayz_rollingMessages;};
//Start loop
_isOk = true;
//Counter
_counter = 0;
while {_isOk} do {
//Check if we have the tools to start
{
private ["_end"];
if ((_x select 0) in items player) then {_end = false;} else { format [localize "STR_BLD_DISMANTLE_MISSING",_x] call dayz_rollingMessages; _end = true; _proceed = false; };
if (_end) exitwith { _exit = true; };
}foreach _tools;
if (_exit) exitwith {};
_claimedBy = _object getVariable["claimed","0"];
if (_claimedBy != _playerID) exitWith { format[localize "str_player_beinglooted",_text] call dayz_rollingMessages; };
//Run SFX
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
//Run animation loop
_finished = ["Medic",1,{player getVariable["combattimeout",0] >= diag_tickTime}] call fn_loopAction;
//Interrupt and end
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
//Everything happened as it should
if(_finished) then {
// Working-Factor for chopping wood.
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
//Add to Counter
_counter = _counter + 1;
//Try to dismantle
if ([0.01] call fn_chance) then {
//stop loop
_isOk = false;
//Set Done var
_proceed = true;
};
};
if (dayz_toolBreaking) then {
//Chances to damage tools
{
if ([(_x select 1)] call fn_chance) then {
player removeWeapon (_x select 0);
player addWeapon (_x select 2);
localize "STR_BLD_DISMANTLE_DAMAGED" call dayz_rollingMessages;
};
}foreach _tools;
};
if(_counter == _limit) exitWith {
//stop loop
_isOk = false;
//Set Done var
_proceed = true;
};
format [localize "STR_BLD_DISMANTLE_ATTEMPT",_counter,_limit] call dayz_rollingMessages;
uiSleep 0.10;
};
//Completed and successful
if (_proceed) then {
_claimedBy = _object getVariable["claimed","0"];
if (_claimedBy != _playerID) exitWith { format[localize "str_player_beinglooted",_text] call dayz_rollingMessages; };
format [localize "STR_BLD_DISMANTLED",typeOf _object] call dayz_rollingMessages;
PVDZ_obj_Destroy = [_objectID,_objectUID,player];
publicVariableServer "PVDZ_obj_Destroy";
if (isServer) then {
PVDZ_obj_Destroy call server_deleteObj;
};
//Need to update for sanity no client should ever create or delete anything
deleteVehicle _object;
[_dismantleToo,1,1] call fn_dropItem;
};
dayz_actionInProgress = false;