Files
DayZ-Epoch/SQF/dayz_code/actions/gather_meat.sqf
oiad b06d3d4623 Sync near player checks
Checking if the player is the closest is not always the best idea, this
fixes a few dupes and syncs the distance for all player checks
2020-06-13 11:26:44 +12:00

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2.7 KiB
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private ["_item","_type","_hasHarvested","_knifeArray","_PlayerNear","_isListed","_activeKnife","_text","_dis","_sfx","_qty","_string","_isZombie","_humanity","_finished"];
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_item = _this;
_type = typeOf _item;
_isZombie = _type isKindOf "zZombie_base";
_hasHarvested = _item getVariable["meatHarvested",false];
_knifeArray = [];
_PlayerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 12]) > 1;
if (_PlayerNear) exitWith {localize "str_pickup_limit_5" call dayz_rollingMessages; dayz_actionInProgress = false;};
//Count how many active tools the player has
{
if (_x IN items player) then {
_knifeArray set [count _knifeArray, _x];
};
} count Dayz_Gutting;
if ((count _knifeArray) < 1) exitWith {
if (_isZombie) then {
format[localize "str_missing_to_do_this",localize "STR_EQUIP_NAME_4"] call dayz_rollingMessages;
} else {
localize "str_cannotgut" call dayz_rollingMessages;
};
dayz_actionInProgress = false;
};
if ((count _knifeArray > 0) and !_hasHarvested) then {
//Use sharpest knife player has
_activeKnife = _knifeArray select 0;
//Get Animal Type
_isListed = isClass (configFile >> "CfgSurvival" >> "Meat" >> _type);
_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
_dis=10;
_sfx = "gut";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
if (!_finished) exitWith {};
// Added Nutrition-Factor for work
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
_item setVariable ["meatHarvested",true,true];
_qty = if (_isListed) then {getNumber (configFile >> "CfgSurvival" >> "Meat" >> _type >> "yield")} else {2};
if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); };
if (local _item) then {
[_item,_qty] spawn local_gutObject; //leave as spawn (sleeping in loops will work but can freeze the script)
} else {
PVCDZ_obj_GutBody =[_item,_qty];
publicVariable "PVCDZ_obj_GutBody";
//if (!achievement_Gut) then {achievement_Gut = true;};
};
["knives",0.2] call fn_dynamicTool;
if (_isZombie) then {
// Reduce humanity for gutting zeds
_humanity = player getVariable ["humanity",0];
_humanity = _humanity - 10;
player setVariable ["humanity",_humanity,true];
_string = format[localize "str_success_gutted_zombie",_text]; //%1 has been gutted, zombie parts are now on the carcass
} else {
_string = format[localize "str_success_gutted_animal",_text,_qty];
};
closeDialog 0;
uiSleep 0.02;
_string call dayz_rollingMessages;
};
dayz_actionInProgress = false;