Files
DayZ-Epoch/SQF/dayz_code/init/compiles.sqf
AirwavesMan 56c81ba5b6 Compile whole trading functions at start
DB traders are no longer in. We can now compile all trading function directly at the start. This makes it easier for server admins to modify them.
2020-09-12 14:40:57 +02:00

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if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
server_spawnTraders = compile preprocessFile "\z\addons\dayz_server\compile\server_spawnTraders.sqf";
server_updateGroup = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\server_updateGroup.sqf";
};
if (!isDedicated) then {
//"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
//"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla
"filmic" setToneMappingParams [0.4, 0.35, 0.18, 0.1, 0.1, 5, 6, 3.8]; setToneMapping "filmic";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf";
if (Z_SingleCurrency) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\zsc\zscFunctions.sqf";};
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGearFunctions.sqf";
fn_handleGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGear.sqf";
actionMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\actionMonitor.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickup.sqf";
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
fn_exitSwim = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_exitSwim.sqf";
fn_loopAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_loopAction.sqf";
fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
player_countMagazinesWBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazinesWBackpack.sqf";
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
//Objects
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
// Medical
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
player_medABWipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medABwipe.sqf";
//actions
userActionConditions = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\userActionConditions.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_consume = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_consume.sqf";
player_emptyContainer = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_emptyContainer.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_useAttchment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useAttchment.sqf";
player_attachAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_attachAttachment.sqf";
player_removeAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_removeAttachment.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf";
if (DZE_modularBuild) then {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\snap_functions.sqf";
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\vector_functions.sqf";
build_vectors = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf";
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
player_combineAntibiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineAntibiotics.sqf";
player_combinePainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combinePainkiller.sqf";
player_combineMatches = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMatches.sqf";
player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf";
player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf";
player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
//ui
player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf";
player_toggleStreamerMode = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleStreamerMode.sqf";
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_selectWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_selectWeapon.sqf";
player_markMap = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_markMap.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
ui_updateControls = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_updateControls.sqf";
//playerstats
horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";
//System
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
//Crafting
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
// EPOCH ADDITIONS
dayz_autoRunOff = {dayz_autoRun = false; terminate dayz_autoRunThread; if (speed player > 0) then {player playActionNow "Stop"};};
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
dze_deathMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_deathMessage.sqf";
dze_filterCheats = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_filterCheats.sqf";
dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf";
dze_buildChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_buildChecks.sqf";
dze_requiredItemsCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_requiredItemsCheck.sqf";
dze_surrender_off = {player setVariable ["DZE_Surrendered",false,true]; DZE_Surrender = false;};
epoch_generateKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_generateKey.sqf";
epoch_tempKeys = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_tempKeys.sqf";
epoch_totalCurrency = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_totalCurrency.sqf";
epoch_itemCost = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_itemCost.sqf";
epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
fn_pauseMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_pauseMenuChecks.sqf";
fn_waitForObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_waitForObject.sqf";
player_onPause = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_onPause.sqf";
player_addDuplicateTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addDuplicateTool.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_surrender = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_surrender.sqf";
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
if (DZE_permanentPlot) then {
PlotGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotGetFriends.sqf";
PlotNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotNearbyHumans.sqf";
PlotAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotAddFriend.sqf";
PlotRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotRemoveFriend.sqf";
PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf";
PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf";
};
if (DZE_doorManagement) then {
DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf";
DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf";
DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf";
DoorRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorRemoveFriend.sqf";
player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf";
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
};
MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\maintain_area.sqf";
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_radioState = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\radioState.sqf"; // Toggle radio on and off
fnc_localizeMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_localizeMessage.sqf";
fnc_remoteMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_remoteMessage.sqf";
// Weather
if (DZE_Weather in [3,4]) then {
fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\snowfall.sqf";
fnc_blizzard = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\blizzard.sqf";
fnc_breathFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\breathFog.sqf";
};
fnc_setWeather = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\setWeather.sqf";
fnc_groundFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\groundFog.sqf";
// Compiles of all trading related functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\compiles.sqf";
fnc_alertZombies = {
private ["_unit","_pos","_dis","_sfx"];
_unit = _this select 0;
_pos = _this select 1;
_dis = _this select 2;
_sfx = _this select 3;
[_unit,_sfx,0,false,_dis] spawn dayz_zombieSpeak;
[_unit,_dis,true,_pos] spawn player_alertZombies;
};
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
//diag_log ("VAL: " + str(_this));
_maxDis = 0.1 max _maxDis;
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
/* This function doesn't appear to be necessary. Leaving it commented out for now - JasonTM.
ui_initDisplay = {
private ["_ctrlBleed","_ctrlFracture","_display","_control"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && {!r_fracture_arms}) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
// These controls don't exist yet
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;
_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};
*/
dayz_angleCheck = {
private ["_degree","_tPos","_zPos","_inAngle","_agent","_target","_eyeDir"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_inAngle = false;
_tPos = getPosASL _target;
_zPos = getPosASL _agent;
_eyeDir = direction _agent;
_inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
_inAngle
};
dayz_losCheck = {
private ["_cantSee","_target","_agent"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if ((!isNull _target) && {!isNull _agent}) then {
private ["_tPos","_zPos"];
_tPos = eyePos _target;
_zPos = eyePos _agent;
if ((count _tPos > 0) && {count _zPos > 0}) then {
_cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)];
//diag_log ("terrainIntersectASL: " + str(_cantSee));
if (!_cantSee) then {
_cantSee = lineIntersects [(eyePos _target), (eyePos _agent)];
//diag_log ("lineIntersects: " + str(_cantSee));
};
};
};
_cantSee
};
dayz_NutritionSystem = {
private ["_type","_baseRegen","_nutrition","_calorieCount","_hungerCount","_thirstCount","_tempCount"];
//["type",regen,[NutritionTable,thirst(Working Class),hunger(Working Class)]]
//info to be added
_type = _this select 0;
_baseRegen = _this select 1;
_nutrition = _this select 2;
//Nutrition array
_calorieCount = _nutrition select 0;
//gain
_hungerCount = _nutrition select 1;
_thirstCount = _nutrition select 2;
_tempCount = _nutrition select 3;
//3610 is based on a 80kg male 180cm tall
if (_calorieCount > 0) then {
_hungerCount = _hungerCount + (SleepFood * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_hunger / SleepFood))) / 100));
_thirstCount = _thirstCount + (SleepWater * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_thirst / SleepWater))) / 100));
};
call {
if (_type == "FoodDrink") exitwith {
//hunger
if (_hungerCount > 0) then {
if (dayz_hunger > _hungerCount) then {
dayz_hunger = dayz_hunger - (_hungerCount);
} else {
dayz_hunger = 0;
};
};
//thirst
if (_thirstCount > 0) then {
if (dayz_thirst > _thirstCount) then {
dayz_thirst = dayz_thirst - _thirstCount;
} else {
dayz_thirst = 0;
};
};
//temp
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
//calorie
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition + _calorieCount; };
//blood
if (_baseRegen > 0) then { r_player_bloodregen = r_player_bloodregen + _baseRegen; };
};
if (_type == "Working") exitwith {
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition - (_calorieCount / ((DZE_NutritionDivisor select 0) max 0.1)); };
if (_thirstCount > 0) then { dayz_thirst = dayz_thirst + (_thirstCount / ((DZE_NutritionDivisor select 1) max 0.1)); };
if (_hungerCount > 0) then { dayz_hunger = dayz_hunger + (_hungerCount / ((DZE_NutritionDivisor select 2) max 0.1)); };
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + (_tempCount / ((DZE_NutritionDivisor select 3) max 0.1)); };
};
};
dayz_thirst = (dayz_thirst min SleepWater) max 0;
dayz_hunger = (dayz_hunger min SleepFood) max 0;
dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin;
//systemChat str [ "nutrition, r_player_bloodregen+=",_baseRegen,"dayz_nutrition+=", _calorieCount, "dayz_thirst+=", _thirstCount, "dayz_hunger+=", _hungerCount ];
//systemChat format ["%6, Nutrition add: %1, Nutrition Total: %2, Thirst: %3, Hunger: %4, dayz_temperatur: %5",_this,dayz_nutrition,dayz_thirst,dayz_hunger,dayz_temperatur];
//diag_log format ["%6, Nutrition add: %1, Nutrition Total: %7/%2, Thurst: %3, Hunger: %4, BloodRegen: %5",_this,r_player_Nutrition,_Thirst,_Hunger,_bloodregen,_type,_golbalNutrition];
};
gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
skipGearSound = true; //Don't play sound when checking backpack mags ammo count
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
skipGearSound = true; //Don't play sound when checking backpack mags ammo count
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
skipGearSound = false;
_dialog
};
gear_ui_offMenu = {
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
gear_ui_init = {
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
gear_ui_hide = {
private["_display","_BP"];
disableSerialization;
_display = findDisplay 106;
_BP = unitBackpack player;
if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
for "_i" from 1006 to 1011 do {
(_display displayCtrl _i) ctrlShow false;
};
} else {
for "_i" from 1006 to 1011 do {
if (!(ctrlShown (_display displayCtrl _i))) then {
(_display displayCtrl _i) ctrlShow true;
};
};
};
//hide buttons if unnecessary
if (isNull _BP || ((typeOf _BP) == "")) then {
(_display displayCtrl 132) ctrlShow false;
(_display displayCtrl 157) ctrlShow false;
(_display displayCtrl 158) ctrlShow false;
};
if ((DZE_TwoPrimaries == 0) && {primaryWeapon player == "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)}}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 1) && {primaryWeapon player != "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)} && {!(primaryWeapon player in MeleeWeapons)}}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 0) && {primaryWeapon player != ""} && {primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons}) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
if ((DZE_TwoPrimaries > 0) && {primaryWeapon player != ""}) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
(_display displayCtrl 1204) ctrlShow false;
};
};
if (DayZ_onBack != "") then {
(_display displayCtrl 1208) ctrlShow true;
} else {
(_display displayCtrl 1208) ctrlShow false;
};
for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
};
};
dayz_lowHumanity = {
private "_unit";
_unit = _this;
if ((_unit distance player) < 15) then {
private "_humanity";
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
private "_delay";
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
uiSleep _delay;
};
dayz_heartBeat = false;
};
};
dz_fn_meleeMagazines = {
if (_this) then {
{ player addMagazine _x } foreach MeleeMagazines;
} else {
{ player removeMagazines _x } foreach MeleeMagazines;
};
};
dayz_meleeMagazineCheck = {
private["_wpnType","_ismelee"];
_wpnType = primaryWeapon player;
_ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1);
if (_ismelee) then {
private ["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};
// combine matchboxes
private ["_matches","_fullBox","_remain"];
_matches = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then { // iskindOf does not work here?!
_matches = _matches + getNumber(configfile >> "cfgWeapons" >> _x >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_matches / 5);
_remain = _matches % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_rollingMessages = {
private "_showText";
disableSerialization;
_showText = {
private "_textLine";
15 cutRsc ["RSC_DZ_Messages","plain"];
_textLine = (uiNamespace getVariable "DZ_Messages") displayCtrl 3;
_textLine ctrlSetStructuredText (parseText _this);
_textLine ctrlCommit 0;
};
if (typeName _this == "ARRAY") exitWith {(_this select 0) call _showText}; //Special or multi-line message
if ((diag_ticktime - Message_1_time) < 5) then {
if ((time - Message_2_time) < 5) then {
Message_3 = Message_2;
Message_3_time = Message_2_time;
} else {
Message_3 = "";
};
Message_2 = Message_1;
Message_2_time = Message_1_time;
} else {
Message_2 = "";
Message_3 = "";
};
Message_1 = _this;
Message_1_time = diag_ticktime;
//Cut and title text "PLAIN DOWN" fit a max of 3 lines on screen at once. They are still covered by gear and other dialogs even with \n\n.
//cutText [format ["%1\n%2\n%3", Message_1, Message_2, Message_3], "PLAIN DOWN"];
(format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3]) call _showText;
};
dayz_killFeed = {
private ["_distance","_offset","_icon","_playerName","_sourceName"];
_playerName = _this select 1;
_sourceName = _this select 2;
_distance = _this select 4;
_icon = _this select 5;
if (_icon == "") exitWith {};
if (diag_ticktime - death_1_time < 10) then {
if (time - death_2_time < 10) then {
if (time - death_3_time < 10) then {
death_4 = death_3;
death_4_time = death_3_time;
} else {
death_4 = "";
};
death_3 = death_2;
death_3_time = death_2_time;
} else {
death_3 = "";
death_4 = "";
};
death_2 = death_1;
death_2_time = death_1_time;
} else {
death_2 = "";
death_3 = "";
death_4 = "";
};
//Weapon images point left in A2
death_1 = format["<t size='.6' align='left' color='#ffffff'>%1 </t><img size='.8' align='left' image='%2'/><t size='.6' align='left' color='#ffffff'> %3 (%4m)</t>",_playerName,_icon,_sourceName,_distance];
death_1_time = diag_ticktime;
//Prevent covering vehicle health bar HUD
_offset = if (vehicle player == player) then {0} else {0.1};
[(format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4]),(safeZoneX + _offset),safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;
};
dayz_originalPlayer = player;
// recent murders menu
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderBoard.sqf";
dayz_inflame_showMenu = {
private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"];
_object = _this select 0;
_whatIwant = _this select 1;
_ret = false;
_islit = (inflamed _object);
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count DayZ_Ignitors;
};
_ret = (_whatIwant && {!_islit} && {_hasTool}) or (!_whatIwant && {_isLit});
_ret
};
dayz_reduceItems = {
private ["_item","_class","_amount","_qtyRemaining"];
_item = _this select 0; //Item in current inventory.
_class = _this select 1; //Class type to use.
//Does player have the original item? (Not Really needed player_useMeds checks)
if (_item in magazines player) exitWith {
//Amount in current box (will be -1 for a random chance to start the reducing)
_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");
//Item to move too if there is some left
_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
//Only run for the random amount.
if (_amount == -1) then {
//Chance to start the reduction
if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
} else {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
};
true
};
dayz_inflame_showMenu_other = {
private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"];
_fireplace = _this select 0;
_whatIwant = _this select 1;
_ret = false;
// return a boolean. true <=> player can put out the lit fire, can light a fire with match
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
_islit = !(isNull _flame) && {(inflamed _flame)};
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count DayZ_Ignitors;
};
_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
//systemChat str [_flame, _hasTool, _islit, _ret];
_ret
};
DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf";
dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf";
};
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir");
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_getPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getPos.sqf";
fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_spawnObjects.sqf";
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
// Vehicle damage fix
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf"; //New
player_humanityCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityCheck.sqf"; //Old
player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
player_bloodCalc = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\bloodCalc.sqf";
fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomLocation.sqf";
fn_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addCargo.sqf";
fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf";
fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getModelName.sqf";
fnc_Obj_FenceHandleDam = {};
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_fieldOfView.sqf";
//object_pickupAction and object_BackpackAction needs to be compiled for server too, since backpacks and weaponholders can be spawned from the server
object_pickupAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickupAction.sqf";
object_BackpackAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_BackpackAction.sqf";
fnc_deleteAt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_deleteAt.sqf";
if (dayz_townGenerator) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
} else {
//Spawn waterHoleProxies manually if townGenerator is disabled
if (!isDedicated && (toLower worldName in ["chernarus","namalsk","napf"])) then {
execVM ("\z\addons\dayz_code\system\mission\" + (toLower worldName) + "\waterHoleProxy.sqf");
};
};
// EPOCH ADDITIONS
BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberDigits.sqf";
BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf";
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf";
dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf";
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical","_status"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
_status = _character getVariable["hit_"+_x,false];
if ((typeName _status == "BOOLEAN") && {(_status)}) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["blood_type",""],
_character getVariable["rh_factor",""],
_character getVariable["messing",[0,0,0]],
_character getVariable["blood_testdone",false]
];
_medical
};
dayz_inflame = {
private "_object";
_object = _this select 0;
if (_this select 1) then { // light the fire
if (["matches",0.12] call fn_dynamicTool) then { _object inflame true; };
} else { // put out the fire
_object inflame false;
};
};
dayz_inflame_other = {
private ["_fireplace","_flame","_pos"];
_fireplace = _this select 0;
if (_this select 1) then { // true = light the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
if (isNull _flame) then {
//_flame = if (local _fireplace) then { "flamable_DZ" createVehicleLocal getMarkerpos "respawn_west" } else { createVehicle [ "flamable_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"] };
_flame = createVehicle ["flamable_DZ", [0,0,0], [], 0, "CAN_COLLIDE"]; // fireplace can be local (towngenerator, poi...) but flames will be networked
_pos = getPosASL _fireplace;
if (surfaceIsWater _pos) then {
// modelToWorld changes with wave height
_flame setPosASL [_pos select 0,_pos select 1,(_pos select 2)+0.2];
} else {
_pos = _fireplace modelToWorld (_fireplace selectionPosition "ohniste"); // ATL
_flame setPosATL _pos;
};
};
if (["matches",0.12] call fn_dynamicTool) then { _flame inflame true; };
} else { // put out the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
if (count _flame > 0) then { (_flame select 0) inflame false; };
};
};
isInflamed = {
private "_flame";
_flame = nearestObjects [_this, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
!(isNull _flame) && {(inflamed _flame)}
};
dayz_engineSwitch = {
private["_vehicle","_state"];
_vehicle = _this select 0;
_state = _this select 1;
if (local _vehicle) then {
_vehicle engineOn _state;
} else {
PVDZ_send = [_vehicle,"SetEngineState",[_vehicle,_state]];
publicVariableServer "PVDZ_send";
};
};
DZE_SafeZonePosCheck = {
private ["_customRadius","_position","_skipPos"];
_position = _this select 0;
_customRadius = count _this > 1;
_skipPos = false;
if (!DZE_SafeZoneZombieLoot or _customRadius) then {
{
if ((_position distance (_x select 0)) < (if (_customRadius) then {_this select 1} else {_x select 1})) exitWith {_skipPos = true;};
} forEach DZE_SafeZonePosArray;
};
_skipPos;
};
fnc_lockCode = {
private ["_color","_code","_cText"];
if (_this == "") exitWith {0};
_code = [_this,parseNumber _this] select (typeName _this == "STRING");
if (_code < 10000 || {_code > 10299}) exitWith {0};
_color = "";
_code = _code - 10000;
if (isDedicated) then { // Always show the code server side non localized.
_cText = ["Red","Green","Blue"];
} else {
_cText = [localize "STR_TEAM_RED",localize "STR_TEAM_GREEN",localize "STR_TEAM_BLUE"];
};
if (_code <= 99) then {_color = _cText select 0;};
if (_code >= 100 && {_code <= 199}) then {_color = _cText select 1; _code = _code - 100;};
if (_code >= 200) then {_color = _cText select 2; _code = _code - 200;};
if (_code <= 9) then {_code = format["0%1", _code];};
_code = format ["%1%2",_color,_code];
_code
};