mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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.
235 lines
6.6 KiB
Plaintext
235 lines
6.6 KiB
Plaintext
private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_103","PLAIN DOWN"];};
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DZE_ActionInProgress = true;
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// Test cannot lock while another player is nearby
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//_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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//if(_playerNear) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_104","PLAIN DOWN"];};
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// [part_out,part_in, qty_out, qty_in, loc];
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_activatingPlayer = player;
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_part_out = (_this select 3) select 0;
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_part_in = (_this select 3) select 1;
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_qty_out = (_this select 3) select 2;
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_qty_in = (_this select 3) select 3;
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_buy_o_sell = (_this select 3) select 4;
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_textPartIn = (_this select 3) select 5;
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_textPartOut = (_this select 3) select 6;
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_traderID = (_this select 3) select 7;
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_bos = 0;
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if(_buy_o_sell == "sell") then {
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_bos = 1;
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};
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cutText [localize "str_epoch_player_105","PLAIN DOWN"];
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["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
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// force animation
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player playActionNow "Medic";
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started && !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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uiSleep 0.1;
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};
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r_doLoop = false;
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if (!_finished) exitWith {
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r_interrupt = false;
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText [localize "str_epoch_player_106","PLAIN DOWN"];
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DZE_ActionInProgress = false;
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};
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if (_finished) then {
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_canAfford = false;
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if(_bos == 1) then {
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_distance = dayz_sellDistance_vehicle;
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if (_part_in isKindOf "Air") then {
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_distance = dayz_sellDistance_air;
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};
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if (_part_in isKindOf "Ship") then {
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_distance = dayz_sellDistance_boat;
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};
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_count = {(typeOf _x) == _part_in} count (nearestObjects [(getPosATL player), [_part_in], _distance]);
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if (_count >= _qty_in) then {
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_canAfford = true;
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};
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//diag_log format["DEBUG vehicle sell count: %1", _count];
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} else {
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//buy
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_trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
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_total_currency = call epoch_totalCurrency;
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_return_change = _total_currency - _trade_total;
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if (_return_change >= 0) then {
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_canAfford = true;
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};
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};
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if (_canAfford) then {
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// if (isNil "_obj") then { _obj = "Unknown Vehicle" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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if(_bos == 1) then {
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// Selling
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
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} else {
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// Buying
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
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};
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publicVariableServer "PVDZE_obj_Trade";
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//diag_log format["DEBUG Starting to wait for answer: %1", PVDZE_obj_Trade];
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if(_buy_o_sell == "buy") then {
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waitUntil {!isNil "dayzTradeResult"};
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//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if(dayzTradeResult == "PASS") then {
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_done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
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if (_done) then {
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// spawn vehicle
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_dir = round(random 360);
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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};
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//place vehicle spawn marker (local)
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_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
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_location = (getPosATL _veh);
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,true,0,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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};
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} else {
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cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
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};
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} else {
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//sell
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_distance = dayz_sellDistance_vehicle;
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if (_part_in isKindOf "Air") then {
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_distance = dayz_sellDistance_air;
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};
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if (_part_in isKindOf "Ship") then {
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_distance = dayz_sellDistance_boat;
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};
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_objects = nearestObjects [(getPosATL player), [_part_in], _distance];
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//diag_log format["DEBUG vehicle sell objects: %1", _objects];
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_qty = ({(typeOf _x) == _part_in} count _objects);
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if (_qty >= _qty_in) then {
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_obj = (_objects select 0);
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//check to make sure vehicle has no more than 75% average tire damage
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_hitpoints = _obj call vehicle_getHitpoints;
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_okToSell = true;
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// count parts
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_tires = 0;
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// total damage
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_tireDmg = 0;
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_damage = 0;
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{
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if(["Wheel",_x,false] call fnc_inString) then {
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_damage = [_obj,_x] call object_getHit;
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_tireDmg = _tireDmg + _damage;
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_tires = _tires + 1;
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};
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} count _hitpoints;
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// find average tire damage
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if(_tireDmg > 0 && _tires > 0) then {
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if((_tireDmg / _tires) > 0.75) then {
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_okToSell = false;
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};
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};
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_notSetup = (_objectID == "0" && _objectUID == "0");
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if(local _obj && !isNull _obj && alive _obj && !_notSetup) then {
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if(_okToSell) then {
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//if(_objectID != "0" && _objectUID != "0") then {
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PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer];
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publicVariableServer "PVDZ_obj_Destroy";
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deleteVehicle _obj;
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// payout
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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cutText [format[(localize "str_epoch_player_181"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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} else {
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cutText [format[(localize "str_epoch_player_182"),_textPartIn] , "PLAIN DOWN"];
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};
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} else {
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cutText [localize "str_epoch_player_245","PLAIN DOWN"];
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};
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};
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};
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dayzTradeResult = nil;
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} else {
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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_needed = _qty_in - _qty;
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cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
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} else {
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cutText [format[(localize "str_epoch_player_185"),_textPartIn] , "PLAIN DOWN"];
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};
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};
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};
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DZE_ActionInProgress = false; |