Files
DayZ-Epoch/dayz_code/actions/repair.sqf
vbawol 21291e389e 0.997a
+ Fixed females unable to select gender after death.
+ Fixed Alice and Assault packs inventory issues created with last
patch.
+ Fixed being unable to take items that may have already been claimed by
another player. Should work if no other players are within 6 meters.
+ Cooking, Crafting, Repairing, and Salvaging all now require full Medic
animation cycle to complete. You can cancel the process just by moving.
+ Traders that deal with magazine items now require full Medic animation
cycle per trade. Also, number of possible trades now based on quantity
of available items being sold or cost divided by available bars.
+ Changed several PublicVariable calls from 1.7.6.1 code sync that
should have been PublicVariableServer.
+ Fixed Bio-meat was not causing infection and increased chance of
infection from "Bad Food" to 50/50.
+ Added distance checks (5m) for player zombie attacks.
+ Fixed player zombie was unable to feed.
2013-03-15 12:17:18 -05:00

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private["_vehicle","_part","_hitpoint","_type","_selection","_array"];
if(TradeInprogress) exitWith { cutText ["Repair already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_id = _this select 2;
_array = _this select 3;
_vehicle = _array select 0;
_part = _array select 1;
_hitpoint = _array select 2;
_type = typeOf _vehicle;
//
_hasToolbox = "ItemToolbox" in items player;
_section = _part in magazines player;
// moving this here because we need to know which part needed if we don't have it
_nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
_namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName");
s_player_repair_crtl = 1;
if (_section and _hasToolbox) then {
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,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) then {
_damage = [_vehicle,_hitpoint] call object_getHit;
_vehicle removeAction _id;
//dont waste loot on undamaged parts
if (_damage > 0) then {
player removeMagazine _part;
//Fix the part
_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
//vehicle is owned by whoever is in it, so we have to have each client try and fix it
dayzSetFix = [_vehicle,_selection,0];
publicVariable "dayzSetFix";
if (local _vehicle) then {
dayzSetFix call object_setFixServer;
};
_vehicle setvelocity [0,0,1];
//Success!
cutText [format["You have successfully attached %1 to the %2",_namePart,_nameType], "PLAIN DOWN"];
};
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Repair.", "PLAIN DOWN"];
};
} else {
cutText [format["You need %1 to repair this",_namePart], "PLAIN DOWN"];
};
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
dayz_myCursorTarget = objNull;
//check if repaired fully
_hitpoints = _vehicle call vehicle_getHitpoints;
_allFixed = true;
{
_damage = [_vehicle,_x] call object_getHit;
if (_damage > 0) exitWith {
_allFixed = false;
};
} forEach _hitpoints;
//update if repaired
if (_allFixed) then {
_vehicle setDamage 0;
//["dayzUpdateVehicle",[_vehicle,"repair"]] call callRpcProcedure;
dayzSetFix = [_vehicle,_selection,0];
publicVariable "dayzSetFix";
if (local _vehicle) then {
dayzSetFix call object_setFixServer;
};
};
s_player_repair_crtl = -1;
TradeInprogress = false;