mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
There is no point in having two variables for the same purpose. It is also pointless to keep an action count tally like r_action_count was doing, since it is only ever checked for being 0 or 1. Any count higher or lower than that is irrelevant. I will make this change in vanilla too.
56 lines
2.3 KiB
Plaintext
56 lines
2.3 KiB
Plaintext
/*
|
|
DayZ Lock Safe
|
|
Usage: [_obj] spawn player_unlockVault;
|
|
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
|
|
*/
|
|
private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
|
|
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
|
|
dayz_actionInProgress = true;
|
|
|
|
player removeAction s_player_lockvault;
|
|
s_player_lockvault = 1;
|
|
|
|
_obj = _this;
|
|
_objType = typeOf _obj;
|
|
|
|
_lockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "lockedClass");
|
|
_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
|
|
|
|
// Silently exit if object no longer exists
|
|
if (isNull _obj) exitWith { dayz_actionInProgress = false; };
|
|
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
|
|
player playActionNow "Medic";
|
|
uiSleep 1;
|
|
[player,"tentpack",0,false] call dayz_zombieSpeak;
|
|
uiSleep 5;
|
|
|
|
_playerNear = _obj call dze_isnearest_player;
|
|
if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;};
|
|
|
|
_ownerID = _obj getVariable["CharacterID","0"];
|
|
_ComboMatch = (_ownerID == dayz_combination);
|
|
if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
|
|
|
|
if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; };
|
|
|
|
_alreadyPacking = _obj getVariable["packing",0];
|
|
if (_alreadyPacking == 1) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_116",_text] call dayz_rollingMessages;};
|
|
_obj setVariable["packing",1];
|
|
|
|
if (!isNull _obj) then {
|
|
disableUserInput true; // Make sure player can not modify gear while it is being saved
|
|
(findDisplay 106) closeDisplay 0; // Close gear
|
|
dze_waiting = nil;
|
|
|
|
[_lockedClass,objNull] call fn_waitForObject;
|
|
|
|
PVDZE_handleSafeGear = [player,_obj,1];
|
|
publicVariableServer "PVDZE_handleSafeGear";
|
|
//wait for response from server to verify safe was logged and saved before proceeding
|
|
waitUntil {!isNil "dze_waiting"};
|
|
disableUserInput false; // Safe is done saving now
|
|
|
|
format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
|
|
};
|
|
s_player_lockvault = -1;
|
|
dayz_actionInProgress = false; |