Files
DayZ-Epoch/SQF/dayz_code/compile/fn_gearMenuChecks.sqf

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private ["_exit","_nearestObjects","_friendlies","_rID","_display","_cTarget","_dis"];
// players inside vehicle can always access its gear
if ((vehicle player) == player) then {
disableSerialization;
_display = _this select 0;
_cTarget = cursorTarget;
_dis = if (_cTarget isKindOf "USEC_ch53_E" || _cTarget isKindOf "MV22") then {25} else {12};
_exit = false;
if (!DZE_GearCheckBypass) then {
if (locked _cTarget && {(_cTarget isKindOf "LandVehicle") or {_cTarget isKindOf "Air"} or {_cTarget isKindOf "Ship"}} && {(player distance _cTarget) <= _dis}) then {
_exit = true;
} else {
_nearestObjects = (position player) nearEntities [["Air", "Car", "Motorcycle", "Tank", "Ship"], 26];
if (count _nearestObjects >= 1) then {
{
_vehType = TypeOf _x;
_dis = getNumber (configFile >> "CfgVehicles" >> _vehType >> "supplyRadius");
if (_dis < 2) then {_dis = _dis * 4;} else {_dis = _dis * 3;}; //There seems to be significant inaccuracy of the supplyRadius config definition that is worse when the value is smaller
_dis = _dis min 12;
_gearSelection = getText (configFile >> "CfgVehicles" >> _vehType >> "memoryPointSupply");
_supplyPositionWorld = _x modelToWorld (_x selectionPosition _gearSelection);
if (_x isKindOf "USEC_ch53_E" || _x isKindOf "MV22") then {_dis = 25;};
if (locked _x && {(_supplyPositionWorld distance player) <= _dis}) then {
_exit = true;
};
} forEach _nearestObjects;
};
};
if (DZE_BackpackAntiTheft) then {
_friendlies = player getVariable ["friendlies",[]];
_rID = if (DZE_permanentPlot) then { getPlayerUID _cTarget } else { _cTarget getVariable ["CharacterID","0"] };
if ((!canbuild or isInTraderCity) && {_cTarget isKindOf "Man"} && {alive _cTarget} && {isPlayer _cTarget} && {!(_rID in _friendlies)} && {(player distance _cTarget) < 12}) then {
localize "STR_EPOCH_PLAYER_316" call dayz_rollingMessages;
_display closeDisplay 2;
};
};
};
if (_exit) then {
_lastSave = dayz_lastSave;
_startTime = diag_tickTime;
localize "str_epoch_player_7" call dayz_rollingMessages;
_display closeDisplay 2;
_ctType = typeOf _cTarget;
//direct gear to cursorTarget
[_lastSave, _startTime, _ctType, _cTarget] spawn {
waitUntil {((_this select 0) != dayz_lastSave) || {diag_tickTime >= ((_this select 1) + 1)}}; //waiting is required otherwise player_forceSave will reset DZE_GearCheckBypass
DZE_GearCheckBypass = true;
if ((((_this select 2) in DZE_isNewStorage) || {(_this select 2) == "LockboxStorage"} || {(_this select 2) isKindOf "Land_A_tent"} || {(_this select 2) isKindOf "WeaponHolder"} || {((!alive (_this select 3)) && {(_this select 2) isKindOf "Man"})}) && {!(locked (_this select 3))}) then {
Player action ["GEAR", (_this select 3)];
} else {
createGearDialog [player, "RscDisplayGear"];
};
};
} else {
DZE_GearCheckBypass = false; //exit will always be false the when the above code opens a new gear menu, this will reset the variable
};
};