mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +03:00
+ 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.
120 lines
3.0 KiB
Plaintext
120 lines
3.0 KiB
Plaintext
private["_vehicle","_part","_hitpoint","_type","_selection","_array"];
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if(TradeInprogress) exitWith { cutText ["Repair already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_id = _this select 2;
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_array = _this select 3;
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_vehicle = _array select 0;
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_part = _array select 1;
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_hitpoint = _array select 2;
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_type = typeOf _vehicle;
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//
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_hasToolbox = "ItemToolbox" in items player;
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_section = _part in magazines player;
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// moving this here because we need to know which part needed if we don't have it
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_nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
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_namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName");
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s_player_repair_crtl = 1;
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if (_section and _hasToolbox) then {
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player playActionNow "Medic";
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_dis=20;
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_sfx = "repair";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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};
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r_doLoop = false;
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if (_finished) then {
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_damage = [_vehicle,_hitpoint] call object_getHit;
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_vehicle removeAction _id;
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//dont waste loot on undamaged parts
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if (_damage > 0) then {
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player removeMagazine _part;
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//Fix the part
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_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
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//vehicle is owned by whoever is in it, so we have to have each client try and fix it
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dayzSetFix = [_vehicle,_selection,0];
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publicVariable "dayzSetFix";
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if (local _vehicle) then {
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dayzSetFix call object_setFixServer;
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};
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_vehicle setvelocity [0,0,1];
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//Success!
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cutText [format["You have successfully attached %1 to the %2",_namePart,_nameType], "PLAIN DOWN"];
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};
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled Repair.", "PLAIN DOWN"];
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};
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} else {
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cutText [format["You need %1 to repair this",_namePart], "PLAIN DOWN"];
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};
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{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
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dayz_myCursorTarget = objNull;
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//check if repaired fully
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_hitpoints = _vehicle call vehicle_getHitpoints;
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_allFixed = true;
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{
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_damage = [_vehicle,_x] call object_getHit;
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if (_damage > 0) exitWith {
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_allFixed = false;
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};
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} forEach _hitpoints;
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//update if repaired
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if (_allFixed) then {
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_vehicle setDamage 0;
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//["dayzUpdateVehicle",[_vehicle,"repair"]] call callRpcProcedure;
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dayzSetFix = [_vehicle,_selection,0];
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publicVariable "dayzSetFix";
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if (local _vehicle) then {
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dayzSetFix call object_setFixServer;
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};
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};
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s_player_repair_crtl = -1;
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TradeInprogress = false; |