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The medic animation can be interrupted now. Also clean up the script from redundant code.
56 lines
1.9 KiB
Plaintext
56 lines
1.9 KiB
Plaintext
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_vehicle","_canSize","_configVeh","_capacity","_nameType","_curFuel","_newFuel","_dis","_sfx","_array","_cantype",
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"_emptycan","_finished","_type"];
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_array = _this select 3;
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_cantype = _array select 0;
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_vehicle = _array select 1;
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_type = typeOf _vehicle;
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_canSize = getNumber(configFile >> "cfgMagazines" >> _cantype >> "fuelQuantity");
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_emptycan = getText(configFile >> "cfgMagazines" >> _cantype >> "containerEmpty");
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_configVeh = configFile >> "cfgVehicles" >> _type;
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_capacity = getNumber(_configVeh >> "fuelCapacity");
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_nameType = getText(_configVeh >> "displayName");
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + _canSize);
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if (fuel _vehicle == 1 || {!(_canType in magazines player)}) exitWith {dayz_actionInProgress = false;};
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player removeAction s_player_fillfuel + _capacity;
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_dis=5;
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_sfx = "refuel";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (_finished) then {
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if (_newFuel > _capacity) then {_newFuel = _capacity};
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_newFuel = (_newFuel / _capacity);
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player removeMagazine _cantype;
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player addMagazine _emptycan;
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// Added Nutrition-Factor for work
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["Working",0,[0,1,3,0]] call dayz_NutritionSystem;
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if ((_type == "Generator_DZ") && {!(_vehicle getVariable ["GeneratorFilled", false])}) then {
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_vehicle setVariable ["GeneratorFilled", true, true];
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};
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if (local _vehicle) then {
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[_vehicle,_newFuel] call local_setFuel;
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} else {
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PVDZ_send = [_vehicle,"SetFuel",[_vehicle,_newFuel]];
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publicVariableServer "PVDZ_send";
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};
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format[localize "str_player_05",_nameType,_canSize] call dayz_rollingMessages;
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uiSleep 1;
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call fnc_usec_medic_removeActions;
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} else {
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localize "str_epoch_player_26" call dayz_rollingMessages;
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};
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dayz_actionInProgress = false;
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