Files
DayZ-Epoch/SQF/dayz_code/actions/trade_any_bicycle_old.sqf
ebaydayz 4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00

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private ["_veh","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
// Test cannot lock while another player is nearby
//_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
//if(_playerNear) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_104") , "PLAIN DOWN"]; };
// [part_out,part_in, qty_out, qty_in, loc];
_activatingPlayer = player;
_part_out = (_this select 3) select 0;
_part_in = (_this select 3) select 1;
_qty_out = (_this select 3) select 2;
_qty_in = (_this select 3) select 3;
_buy_o_sell = (_this select 3) select 4;
_textPartIn = (_this select 3) select 5;
_textPartOut = (_this select 3) select 6;
_traderID = (_this select 3) select 7;
_bos = 0;
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance_vehicle];
_qty = count _obj;
_bos = 1;
};
if (_qty >= _qty_in) then {
cutText [(localize "str_epoch_player_105"), "PLAIN DOWN"];
[1,1] call dayz_HungerThirst;
// force animation
player playActionNow "Medic";
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"];
};
if (_finished) then {
// Double check for items
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance_vehicle];
_qty = count _obj;
};
if (_qty >= _qty_in) then {
//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
if (isNil "_obj") then { _obj = "Unknown Vehicle" };
if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_obj,inTraderCity];
publicVariableServer "PVDZE_obj_Trade";
//diag_log format["DEBUG Starting to wait for answer: %1", PVDZE_obj_Trade];
waitUntil {!isNil "dayzTradeResult"};
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
if(dayzTradeResult == "PASS") then {
if(_buy_o_sell == "buy") then {
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if(_removed == _qty_in) then {
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
};
//place vehicle spawn marker (local)
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
_location = (getPosATL _veh);
//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";
player reveal _veh;
cutText [format[(localize "str_epoch_player_180"),_qty_in,_textPartIn,_textPartOut], "PLAIN DOWN"];
};
} else {
_obj = _obj select 0;
//check to make sure vehicle has no more than 75% average tire damage
_hitpoints = _obj call vehicle_getHitpoints;
_okToSell = true;
// count parts
_tires = 0;
// total damage
_tireDmg = 0;
_damage = 0;
{
if(["Wheel",_x,false] call fnc_inString) then {
_damage = [_obj,_x] call object_getHit;
_tireDmg = _tireDmg + _damage;
_tires = _tires + 1;
};
} count _hitpoints;
// find average tire damage
if(_tireDmg > 0 && _tires > 0) then {
if((_tireDmg / _tires) > 0.75) then {
_okToSell = false;
};
};
if(local _obj) then {
if(_okToSell) then {
if(!isNull _obj && alive _obj) then {
for "_x" from 1 to _qty_out do {
player addMagazine _part_out;
};
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer];
publicVariableServer "PVDZ_obj_Destroy";
deleteVehicle _obj;
cutText [format[(localize "str_epoch_player_181"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_182"),_textPartIn] , "PLAIN DOWN"];
};
} else {
cutText [(localize "str_epoch_player_245"), "PLAIN DOWN"];
};
};
{player removeAction _x} count s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
} else {
cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
};
dayzTradeResult = nil;
};
};
} else {
_needed = _qty_in - _qty;
if(_buy_o_sell == "buy") then {
cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
} else {
cutText [format[(localize "str_epoch_player_185"),_textPartIn] , "PLAIN DOWN"];
};
};
DZE_ActionInProgress = false;