mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Continuation ofd7a3b30This partially revertsea94ec4. Epoch has never disabled simulation client side on any buildables prior toea94ec4. 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).
133 lines
3.9 KiB
Plaintext
133 lines
3.9 KiB
Plaintext
/*
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DayZ Base Building Upgrades
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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player removeAction s_player_downgrade_build;
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s_player_downgrade_build = 1;
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// get cursortarget from addaction
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_obj = _this select 3;
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// Current charID
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_objectCharacterID = _obj getVariable ["CharacterID","0"];
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if (DZE_Lock_Door != _objectCharacterID) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_49" call dayz_rollingMessages;};
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// Find objectID
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_objectID = _obj getVariable ["ObjectID","0"];
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// Find objectUID
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_objectUID = _obj getVariable ["ObjectUID","0"];
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if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_upgrade_build = -1; localize "str_epoch_player_50" call dayz_rollingMessages;};
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// Get classname
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_classname = typeOf _obj;
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// Find display name
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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// Find next upgrade
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_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
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if ((count _upgrade) > 0) then {
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_newclassname = _upgrade select 0;
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_refund = _upgrade select 1;
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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player playActionNow "Medic";
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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_invResult = false;
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_abortInvAdd = false;
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_i = 0;
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_addedItems = [];
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//Remove melee magazines (BIS_fnc_invAdd fix)
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false call dz_fn_meleeMagazines;
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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for "_x" from 1 to _countOut do {
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_invResult = [player,_itemOut] call BIS_fnc_invAdd;
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if(!_invResult) exitWith {
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_abortInvAdd = true;
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};
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if(_invResult) then {
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_i = _i + 1;
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_addedItems set [(count _addedItems),[_itemOut,1]];
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};
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};
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if (_abortInvAdd) exitWith {};
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} count _refund;
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true call dz_fn_meleeMagazines;
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// all parts added proceed
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if(_i != 0) then {
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// Get position
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_location = _obj getVariable["OEMPos",(getposATL _obj)];
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// Get direction
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_dir = getDir _obj;
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_vector = [(vectorDir _obj),(vectorUp _obj)];
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// Reset the character ID on locked doors before they inherit the newclassname
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if (_classname in DZE_DoorsLocked) then {
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_obj setVariable ["CharacterID",dayz_characterID,true];
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_objectCharacterID = dayz_characterID;
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};
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_classname = _newclassname;
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// Create new object
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_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
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// Set direction
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_object setDir _dir;
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_object setVariable["memDir",_dir,true];
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// Set vector
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_object setVectorDirAndUp _vector;
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// Set location
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_object setPosATL _location;
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format[localize "str_epoch_player_142",_text] call dayz_rollingMessages;
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if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
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_object addEventHandler ["HandleDamage",{false}];
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};
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if (DZE_permanentPlot) then {
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_ownerID = _obj getVariable["ownerPUID","0"];
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_object setVariable ["ownerPUID",_ownerID,true];
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PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,dayz_playerUID,_vector],_classname,_obj,player];
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} else {
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PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector],_classname,_obj,player];
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};
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publicVariableServer "PVDZE_obj_Swap";
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player reveal _object;
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} else {
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format[localize "str_epoch_player_143",_i,getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName")] call dayz_rollingMessages;
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{
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[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
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} count _addedItems;
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};
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} else {
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localize "str_epoch_player_51" call dayz_rollingMessages;
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};
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dayz_actionInProgress = false;
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s_player_downgrade_build = -1;
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