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* Advanced trading tidying, spelling fixes, private fixes and string fixes. Fixes snap building issue with metal floors Fixed spelling mistakes in various scripts Fixed formatting uglyness in various scripts Fixed invalid private lines in various scripts Changed Advanced trading so buying worked more like selling, You can't select backpack if you don't have a pack nor can you select a vehicle if you don't have a vehicle. Removed some redundant strings from Advanced trading and changed a few of the strings to be more englishy Removed the ability to buy a backpack into your backpack (You cant do this anyway) Fixed a bug where if you had nothing in your backpack it would break the checkArrayInConfig script so the titlebar would not refresh correctly Removed slot counts on no backpack and no vehicle (No need for it, just clutter) Moved backpack/vehicle checking to z_at_getContainer.sqf * Last part of tidyness fixes Last part of tidyness fixes * Actual backpack fix Lets actually fix the buying backpack into backpack or backpack when you already have one. * Missing from commit Missing from commit
50 lines
1.3 KiB
Plaintext
50 lines
1.3 KiB
Plaintext
/**
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* call Z_getBackpackItems
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*
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* Gets all your items stored in your backpack and innitiates the selling list.
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**/
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private ["_backpack","_pic","_formattedText","_mags","_weaps","_normalMags","_normalWeaps","_kinds","_kinds2","_amounts","_amounts2"];
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#include "defines.hpp"
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call Z_clearLists;
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Z_SellableArray = [];
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Z_SellArray = [];
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_backpack = unitBackpack player;
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if (!isNull _backpack) then {
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_pic = getText (configFile >> 'CfgVehicles' >> (typeOf _backpack) >> 'picture');
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_formattedText = format [
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"<img image='%1' size='3' align='center'/>"
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, _pic
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];
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(findDisplay Z_AT_DIALOGWINDOW displayCtrl Z_AT_CONTAINERINFO) ctrlSetStructuredText parseText _formattedText;
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_mags = getMagazineCargo _backpack;
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_weaps = getWeaponCargo _backpack;
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_normalMags = [];
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_normalWeaps = [];
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_kinds = _mags select 0;
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_amounts = _mags select 1;
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{
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_counter = 0 ;
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while {_counter < (_amounts select _forEachIndex)} do {
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_normalMags set [count(_normalMags),_x];
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_counter = _counter + 1;
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};
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} forEach _kinds;
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_kinds2 = _weaps select 0;
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_amounts2 = _weaps select 1;
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{
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_counter = 0 ;
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while {_counter < (_amounts2 select _forEachIndex)} do {
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_normalWeaps set [count(_normalWeaps),_x];
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_counter = _counter + 1;
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};
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} forEach _kinds2;
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[_normalMags,_normalWeaps, typeOf _backpack,[]] call Z_checkArrayInConfig;
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};
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