Files
DayZ-Epoch/SQF/dayz_code/actions/player_buildingDowngrade.sqf
ebayShopper 6717b0c26e Remove client side disable sim on DZE_GodModeBase objects
Continuation of d7a3b30
This partially reverts ea94ec4.

Epoch has never disabled simulation client side on any buildables prior
to ea94ec4. We now know it disables storage capability, may disable
lighting the object with scripted light sources and potentially cause
other issues.
https://community.bistudio.com/wiki/enableSimulation

If we readd this in the future it should be well tested. It should also
be done properly in the vehicle init field, so it takes affect on all
clients, including JIP, instead of only the player building it (until
they relog).
2017-03-31 16:15:07 -04:00

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/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;};
dayz_actionInProgress = true;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = 1;
// get cursortarget from addaction
_obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if (DZE_Lock_Door != _objectCharacterID) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_49" call dayz_rollingMessages;};
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_upgrade_build = -1; localize "str_epoch_player_50" call dayz_rollingMessages;};
// Get classname
_classname = typeOf _obj;
// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
if ((count _upgrade) > 0) then {
_newclassname = _upgrade select 0;
_refund = _upgrade select 1;
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_invResult = false;
_abortInvAdd = false;
_i = 0;
_addedItems = [];
//Remove melee magazines (BIS_fnc_invAdd fix)
false call dz_fn_meleeMagazines;
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
_invResult = [player,_itemOut] call BIS_fnc_invAdd;
if(!_invResult) exitWith {
_abortInvAdd = true;
};
if(_invResult) then {
_i = _i + 1;
_addedItems set [(count _addedItems),[_itemOut,1]];
};
};
if (_abortInvAdd) exitWith {};
} count _refund;
true call dz_fn_meleeMagazines;
// all parts added proceed
if(_i != 0) then {
// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];
// Get direction
_dir = getDir _obj;
_vector = [(vectorDir _obj),(vectorUp _obj)];
// Reset the character ID on locked doors before they inherit the newclassname
if (_classname in DZE_DoorsLocked) then {
_obj setVariable ["CharacterID",dayz_characterID,true];
_objectCharacterID = dayz_characterID;
};
_classname = _newclassname;
// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
// Set direction
_object setDir _dir;
_object setVariable["memDir",_dir,true];
// Set vector
_object setVectorDirAndUp _vector;
// Set location
_object setPosATL _location;
format[localize "str_epoch_player_142",_text] call dayz_rollingMessages;
if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
_object addEventHandler ["HandleDamage",{false}];
};
if (DZE_permanentPlot) then {
_ownerID = _obj getVariable["ownerPUID","0"];
_object setVariable ["ownerPUID",_ownerID,true];
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,dayz_playerUID,_vector],_classname,_obj,player];
} else {
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector],_classname,_obj,player];
};
publicVariableServer "PVDZE_obj_Swap";
player reveal _object;
} else {
format[localize "str_epoch_player_143",_i,getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName")] call dayz_rollingMessages;
{
[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
} count _addedItems;
};
} else {
localize "str_epoch_player_51" call dayz_rollingMessages;
};
dayz_actionInProgress = false;
s_player_downgrade_build = -1;