Files
DayZ-Epoch/SQF/dayz_code/compile/player_switchModel.sqf
ebaydayz 9ce5a20417 Cleanup variables.sqf
Epoch variables are grouped together now for easy comparison with
vanilla.
2016-03-19 19:58:37 -04:00

231 lines
7.4 KiB
Plaintext

//private ["_class","_position","_dir","_group","_oldUnit","_newUnit","_currentWpn","_muzzles","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_display","_createSafePos","_wpnType","_ismelee","_rndx","_rndy"];
private ["_class","_position","_dir","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_currentWpn","_muzzles","_display","_oldUnit","_newUnit","_backpackWpnTypes","_backpackWpnQtys","_countr","_createSafePos","_rndx","_rndy","_isWeapon","_idc","_switchUnit","_tagSetting","_countMags","_group"];
_class = _this;
_tagSetting = player getVariable["DZE_display_name",false];
disableSerialization;
//Old location system causes issues with players getting damaged during movement.
//_position = getPosATL player;
//New system testing needed.
_position = player modeltoWorld [0,0,0];
_dir = getDir player;
_currentAnim = animationState player;
//_currentCamera = cameraView;
//Get PlayerID
_playerUID = [player] call FNC_GetPlayerUID;
//BackUp Weapons and Mags
_weapons = weapons player;
_countMags = call player_countMagazines;
_magazines = _countMags select 0;
if ( (_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [localize "str_actions_switchmodel_fail", "PLAIN DOWN"]};
//if ( count _magazines == 0 ) exitWith {cutText ["can't count magazines!", "PLAIN DOWN"]};
_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;
//Checks
if(!(_primweapon in _weapons) && _primweapon != "") then {
_weapons set [(count _weapons), _primweapon];
};
if(!(_secweapon in _weapons) && _secweapon != "") then {
_weapons set [(count _weapons), _secweapon];
};
// if(count _magazines == 0) then {
// _magazines = magazines player;
// };
//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
_backpackWpn = getWeaponCargo unitBackpack player;
_backpackMag = _countMags select 1;
};
//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
_currentWpn = currentMuzzle player;
};
//Debug Message
// diag_log "Attempting to switch model";
// diag_log str(_weapons);
// diag_log str(_magazines);
// diag_log (str(_backpackWpn));
// diag_log (str(_backpackMag));
//Secure Player for Transformation
//player setPosATL dayz_spawnPos;
//Prevent client crash...
_display = findDisplay 106;
_display closeDisplay 0;
//BackUp Player Object
_oldUnit = player;
/***********************************/
//DONT USE player AFTER THIS POINT
/***********************************/
//Create New Character
//[player] joinSilent grpNull;
_group = createGroup west;
_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
_newUnit setDir _dir;
_newUnit setVariable ["DZE_display_name", _tagSetting, true];
//Clear New Character
{_newUnit removeMagazine _x;} count magazines _newUnit;
removeAllWeapons _newUnit;
//Equip New Charactar
{
if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
} count _magazines;
{
_newUnit addWeapon _x;
} count _weapons;
//Check && Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
//Get Differecnce
{
_weapons = _weapons - [_x];
} count (weapons _newUnit);
//Add the Missing
{
_newUnit addWeapon _x;
} count _weapons;
};
if(_primweapon != (primaryWeapon _newUnit)) then {
_newUnit addWeapon _primweapon;
};
if (_primweapon == "MeleeCrowbar") then {
_newUnit addMagazine 'crowbar_swing';
};
if (_primweapon == "MeleeSledge") then {
_newUnit addMagazine 'sledge_swing';
};
if (_primweapon == "MeleeHatchet_DZE") then {
_newUnit addMagazine 'Hatchet_Swing';
};
if (_primweapon == "MeleeMachete") then {
_newUnit addMagazine 'Machete_swing';
};
if (_primweapon == "MeleeFishingPole") then {
_newUnit addMagazine 'Fishing_Swing';
};
if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
_newUnit addWeapon _secweapon;
};
//Add and Fill BackPack
if (!isNil "_newBackpackType") then {
if (_newBackpackType != "") then {
_newUnit addBackpack _newBackpackType;
dayz_myBackpack = unitBackpack _newUnit;
//Weapons
_backpackWpnTypes = [];
_backpackWpnQtys = [];
if (count _backpackWpn > 0) then {
_backpackWpnTypes = _backpackWpn select 0;
_backpackWpnQtys = _backpackWpn select 1;
};
[] call _switchUnit;
if (gear_done) then {uiSleep 0.001;};
["1"] call gearDialog_create;
if (gear_done) then {uiSleep 0.001;};
//magazines
_countr = 0;
{
if ((typeName _x) != "STRING") then {
_isWeapon = (isClass(configFile >> "CfgWeapons" >> (_x select 0)));
} else {
_isWeapon = (isClass(configFile >> "CfgWeapons" >> _x));
};
if (!_isWeapon) then {
_countr = _countr + 1;
if ((typeName _x) != "STRING") then {
(unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
_idc = 4999 + _countr;
_idc setIDCAmmoCount (_x select 1);
} else {
(unitBackpack player) addMagazineCargoGlobal [_x, 1];
};
};
} count _backpackMag;
(findDisplay 106) closeDisplay 0;
if (gear_done) then {uiSleep 0.001; disableUserInput false;};
_countr = 0;
{
(unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
} count _backpackWpnTypes;
};
};
//Debug Message
//diag_log "Swichtable Unit Created. Equipment:";
//diag_log str(weapons _newUnit);
//diag_log str(magazines _newUnit);
//diag_log str(getWeaponCargo unitBackpack _newUnit);
//diag_log str(getMagazineCargo unitBackpack _newUnit);
//Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open)
//_oldUnit setPosATL [_position select 0 + cos(_dir) * 2, _position select 1 + sin(_dir) * 2, _position select 2];
addSwitchableUnit _newUnit;
setPlayable _newUnit;
selectPlayer _newUnit;
//Switch the units
//_createSafePos = [(getMarkerPos "respawn_west"), 2, 100, 0, 1, 20, 0] call BIS_fnc_findSafePos;
_createSafePos = getMarkerPos "respawn_west";
_rndx = floor(random 100);
_rndy = floor(random 100);
_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
_newUnit setPosATL _position;
//Clear and delete old Unit
removeAllWeapons _oldUnit;
{_oldUnit removeMagazine _x;} forEach magazines _oldUnit;
if !(isNull _oldUnit) then {deleteVehicle _oldUnit;};
// player switchCamera = _currentCamera;
if(_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
[objNull, player, rSwitchMove,_currentAnim] call RE;
//dayz_originalPlayer attachTo [_newUnit];
player disableConversation true;
if (_tagSetting) then {
DZE_ForceNameTags = true;
};
// _playerUID=getPlayerUID player;
// _playerObjName = format["player%1",_playerUID];
// call compile format["%1 = player;",_playerObjName];
// publicVariable _playerObjName;
//melee check
call dayz_meleeMagazineCheck;
//reveal all near objects.
{player reveal _x} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);
//All is arbitrary and will need to be changed to ["AllVehicles","WeaponHolder","Land_A_tent"] ++ others (stashes etc.)