Files
DayZ-Epoch/SQF/dayz_code/actions/gather_zparts.sqf
2013-11-06 16:37:51 +11:00

87 lines
2.3 KiB
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private ["_hasKnife","_qty","_item","_text","_string","_type","_started","_finished","_animState","_isMedic","_hasHarvested","_hasKnifeBlunt","_humanity"];
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_31") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_butcher;
s_player_butcher = 1;
_item = _this select 3;
_hasKnife = "ItemKnife" in items player;
_hasKnifeBlunt = "ItemKnifeBlunt" in items player;
_type = typeOf _item;
_hasHarvested = _item getVariable["meatHarvested",false];
//_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
//Get Animal Type
//_loop = true;
//_isListed = isClass (_config);
_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
// force animation
player playActionNow "Medic";
// Alert zombies
[player,50,true,(getPosATL player)] spawn player_alertZombies;
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;
};
sleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_30") , "PLAIN DOWN"];
//_abort = true;
};
_hasHarvested = _item getVariable["meatHarvested",false];
if(_finished and !_hasHarvested) then {
_item setVariable["meatHarvested",true,true];
// Play sound since we finished
[player,"gut",0,false,10] call dayz_zombieSpeak;
_qty = 1;
PVDZE_plr_GutBody = [_item,_qty];
PVDZE_plr_GutBody spawn local_gutObjectZ;
publicVariable "PVDZE_plr_GutBodyZ";
// Reduce humanity for gutting zeds
_humanity = player getVariable["humanity",0];
_humanity = _humanity - 10;
player setVariable["humanity",_humanity,true];
_string = format["Successfully Gutted Zombie",_text,_qty];
cutText [_string, "PLAIN DOWN"];
};
};
s_player_butcher = -1;
TradeInprogress = false;