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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.
134 lines
3.5 KiB
Plaintext
134 lines
3.5 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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_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 == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_bos = 1;
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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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};
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if (_qty >= _qty_in) then {
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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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};
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if (_finished) then {
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// Double check we still have parts
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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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} else {
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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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};
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if (_qty >= _qty_in) 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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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_bag,inTraderCity];
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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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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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if(_buy_o_sell == "buy") then {
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_num_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
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if(_num_removed == _qty_in) then {
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removeBackpack player;
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player addBackpack _part_out;
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};
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} else {
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// Sell
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if((typeOf (unitBackpack player)) == _part_in) then {
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removeBackpack player;
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for "_x" from 1 to _qty_out do {
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player addMagazine _part_out;
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};
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};
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};
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cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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{player removeAction _x} count s_player_parts;s_player_parts = [];
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s_player_parts_crtl = -1;
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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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dayzTradeResult = nil;
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};
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};
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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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DZE_ActionInProgress = false; |