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.
136 lines
3.6 KiB
Plaintext
136 lines
3.6 KiB
Plaintext
private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_bos","_bag","_class","_started","_finished","_animState","_isMedic","_num_removed","_needed","_activatingPlayer","_buy_o_sell","_textPartIn","_textPartOut","_traderID"];
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// [part_out,part_in, qty_out, qty_in,];
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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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_activatingPlayer = player;
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//diag_log format["DEBUG BACKPACK: %1", _this];
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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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// force animation
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player playActionNow "Medic";
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["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
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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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DZE_ActionInProgress = false;
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cutText [localize "str_epoch_player_106","PLAIN DOWN"];
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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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//sell
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_qty = 0;
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_bag = unitBackpack player;
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_class = typeOf _bag;
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if(_class == _part_in) then {
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_qty = 1;
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};
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if (_qty >= _qty_in) then {
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if((typeOf (unitBackpack player)) == _part_in) then {
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removeBackpack player;
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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};
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};
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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 "_bag") then { _bag = "Unknown Backpack" };
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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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if(_bos == 0) 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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removeBackpack player;
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player addBackpack _part_out;
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cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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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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cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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dayzTradeResult = nil;
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} else {
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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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};
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};
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DZE_ActionInProgress = false; |