Files
DayZ-Epoch/SQF/dayz_code/actions/player_chopWood.sqf
ebaydayz 77e760fe73 Update private tags
From
e69f8d5306

Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.

The actions\ and compile\ folders are fully up to date now
2016-03-30 14:55:45 -04:00

168 lines
6.5 KiB
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private ["_item","_result","_dis","_sfx","_num","_breaking","_countOut","_woodCutting","_trees","_findNearestTree","_objInfo","_lenInfo","_objName","_i","_k","_counter","_isOk","_proceed","_animState","_started","_finished","_isMedic","_itemOut"];
//if (!isnil "faco_player_chopWood") exitWith { _this call faco_player_chopWood };
_item = _this;
call gear_ui_init;
closeDialog 1;
_countOut = 3;
_woodCutting = false;
if (["forest",dayz_surfaceType] call fnc_inString) then {
_countOut = floor(random 3) + 2;
_woodCutting = true;
} else {
// allowed trees list move this later
_trees = ["ind_timbers.p3d","t_larix3s.p3d","t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_ficusb2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d"];
_findNearestTree = objNull;
{
_objInfo = toArray(str(_x));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
// Exit since we found a tree
if (_objName in _trees) exitWith { _findNearestTree = _x; };
} foreach nearestObjects [getPosATL player, [], 8];
_countOut = floor(random 3) + 2;
if (!isNull _findNearestTree) then {
_woodCutting = true;
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
};
if (_woodCutting) then {
//Remove melee magazines (BIS_fnc_invAdd fix) (add new melee ammo to array if needed)
{player removeMagazines _x} forEach ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Fishing_Swing"];
// Start chop tree loop
_counter = 0;
_isOk = true;
_proceed = false;
while {_isOk} do {
//play action
player playActionNow "Medic";
//setup alert and speak
_dis=20;
_sfx = "chopwood";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
// Working-Factor for chopping wood.
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_breaking = false;
if ([0.04] call fn_chance) then {
_breaking = true;
if ("MeleeHatchet" in weapons player) then {
player removeWeapon "MeleeHatchet";
} else {
if ("ItemHatchet" in weapons player) then {
player removeWeapon "ItemHatchet";
} else {
if (dayz_onBack == "MeleeHatchet") then {
dayz_onBack = "";
};
};
};
if (!("ItemHatchetBroken" in weapons player)) then {
player addWeapon "ItemHatchetBroken";
};
};
_counter = _counter + 1;
_itemOut = "ItemLog";
//Drop Item to ground
_itemOut call fn_dropItem;
};
if ((_counter == _countOut) || _breaking) exitWith {
if (_breaking) then {
cutText [localize "str_HatchetHandleBreaks", "PLAIN DOWN"];
} else {
cutText [localize "str_player_24_Stoped", "PLAIN DOWN"];
};
_isOk = false;
_proceed = true;
uisleep 1;
};
cutText [format [localize "str_player_24_progress", _counter,_countOut], "PLAIN DOWN"];
};
if (_proceed) then {
if ("" == typeOf _findNearestTree) then {
//remove vehicle, Need to ask server to remove.
PVDZ_objgather_Knockdown = [_findNearestTree,player];
publicVariableServer "PVDZ_objgather_Knockdown";
};
//cutText [format["\n\nChopping down tree.], "PLAIN DOWN"];
//cutText [localize "str_player_25", "PLAIN DOWN"];
} else {
cutText [localize "str_player_24_Stoped", "PLAIN DOWN"];
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
//adding melee mags back if needed
switch (primaryWeapon player) do {
case "MeleeHatchet": {player addMagazine 'Hatchet_Swing';};
case "MeleeCrowbar": {player addMagazine 'Crowbar_Swing';};
case "MeleeMachete": {player addMagazine 'Machete_Swing';};
case "MeleeFishingPole": {player addMagazine 'Fishing_Swing';};
};
};