Files
DayZ-Epoch/SQF/dayz_code/compile/player_switchModel.sqf
2016-04-19 14:01:38 -04:00

168 lines
6.1 KiB
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//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","_currentCamera","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_currentWpn","_muzzles","_display","_oldUnit","_newUnit","_oldBackpack","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_backpackmag","_createSafePos","_rndx","_rndy","_playerObjName","_wpnType","_ismelee"];
_class = _this;
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;
_playerUID = [player] call FNC_GetPlayerUID;
//BackUp Weapons and Mags
_weapons = weapons player;
_magazines = call player_countMagazines; //magazines player;
if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0)) exitWith {localize "str_actions_switchmodel_fail" call dayz_rollingMessages;};
_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;
if (!(_primweapon in _weapons) && _primweapon != "") then {
_weapons set [count _weapons, _primweapon];
};
if (!(_secweapon in _weapons) && _secweapon != "") then {
_weapons set [count _weapons, _secweapon];
};
//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = typeOf dayz_myBackpack;
if (_newBackpackType != "") then {
_backpackWpn = getWeaponCargo unitBackpack player;
_backpackMag = getMagazineCargo unitBackpack player;
};
_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 removeMagazine _x;} count magazines _newUnit;
removeAllWeapons _newUnit;
//Equip New Character
{
if (typeName _x == "ARRAY") then {_newUnit addMagazine [_x select 0,_x select 1] } else { _newUnit addMagazine _x };
} count _magazines;
{_newUnit addWeapon _x;} count _weapons;
//Check and 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 (_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
_newUnit addWeapon _secweapon;
};
//Add and Fill BackPack
if (!isNil "_newBackpackType") then {
if (_newBackpackType != "") then {
_newUnit addBackpack _newBackpackType;
//_oldBackpack = dayz_myBackpack;
dayz_myBackpack = unitBackpack _newUnit;
_backpackWpnTypes = [];
_backpackWpnQtys = [];
if (count _backpackWpn > 0) then {
_backpackWpnTypes = _backpackWpn select 0;
_backpackWpnQtys = _backpackWpn select 1;
};
_countr = 0;
{
dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
} count _backpackWpnTypes;
_backpackmagTypes = [];
_backpackmagQtys = [];
if (count _backpackmag > 0) then {
_backpackmagTypes = _backpackMag select 0;
_backpackmagQtys = _backpackMag select 1;
};
_countr = 0;
{
dayz_myBackpack addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
_countr = _countr + 1;
} count _backpackmagTypes;
};
};
//Debug Message
diag_log "Swichtable Unit Created. Equipment:";
diag_log format["Weapons: %1",weapons _newUnit];
diag_log format["Magazines: %1",magazines _newUnit];
diag_log format["Backpack weapons: %1",getWeaponCargo unitBackpack _newUnit];
diag_log format["Backpack magazines: %1",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;} count 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;
player setVariable ["BIS_noCoreConversations",true];
// _playerUID=getPlayerUID player;
// _playerObjName = format["player%1",_playerUID];
// call compile format["%1 = player;",_playerObjName];
// publicVariable _playerObjName;
call dayz_meleeMagazineCheck;
{player reveal _x} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);