Files
DayZ-Epoch/SQF/dayz_code/actions/trade_any_bicycle_old.sqf
ebaydayz 4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00

196 lines
5.6 KiB
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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;
// [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"];
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
// 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_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;