Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgExtra/snappoints.hpp
oiad bef2506653 Advanced trading fixes, server_handleSafeGear human readibility (#1777)
* Advanced trading fixes

Fixes a few issues and a dupe with advanced trading as well as some
localization of where a vehicle key is going.

Z_at_buyItems: Now adds localization for the key getting added to your
toolbelt, backpack and vehicle, this stops players thinking they didn't
get a key when infact it was added to their backpack/vehicle.

Z_at_canAfford.sqf: This fixes a dupe from a bad copy paste for whomever
wrote this script, it was using _backpackMoney in the
z_allowTakingMoneyFromVehicle part, changed to the proper variable
_vehicleMoney.

z_at_fillBuyableList.sqf: this fixes a bug where a vehicle would show
green even when it isn't local, just basically added more checking to
make sure the vehicle it's making green in the list is a) local, b)
alive and that the typeOf == _name.

z_at_logTrade.sqf: fixes some tidyness.

advancedTrading/init.sqf: adds a z_checkCloseVehicle call otherwise even
with Z_AllowTakingMoneyFromVehicle = true it will not get currency from
your vehicle until you clicked on the "Vehicle" tab.

dayz_server/server_tradeObject.sqf: More tidying as per the
z_at_logTrade and removes the useless Player:, as it is obvious a player
has bought something not an AI.

dayz_server/server_handleSafeGear.sqf: Makes the diag_log at the end
more human readable with GPS coordinates as well as the lock code for
the safe or the lockbox.

* advanced trading fixes. I hate you github

WHY U GET MISSED?? STUPID GITHUB.

* snappoints changes

Fixes the issue @SmokeyBR reported
https://github.com/EpochModTeam/DayZ-Epoch/issues/1766#issuecomment-253864795
Adds all floor types to snap list for all barriers so you can snap a
sandbag etc to a floor instead of manually lining it up
2016-10-25 13:10:48 -04:00

440 lines
9.4 KiB
C++

/*
Created by Raymix
*/
class SnapBuilding {
//Barriers whitelist
class Barrier {
snapTo[] = {
"Land_HBarrier5_DZ",
"Land_HBarrier3_DZ",
"Land_HBarrier1_DZ",
"Sandbag1_DZ",
"BagFenceRound_DZ",
"Fort_RazorWire",
"WoodFloorQuarter_DZ",
"WoodFloorHalf_DZ",
"WoodFloor_DZ",
"MetalFloor_DZ"
};
radius = 5;
};
class Land_HBarrier5Preview: Barrier{ //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0.1,"Back"},
{0,0.75,0.1,"Front"},
{-2.85,0,0.1,"Left"},
{2.85,0,0.1,"Right"},
{0,0,0.9,"Top"}
};
};
class Land_HBarrier5_DZ: Land_HBarrier5Preview {
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-2.85,0,0,"Left"},
{2.85,0,0,"Right"},
{0,0,0.9,"Top"}
};
};
class Land_HBarrier3ePreview: Barrier { //whitelist inheritance
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-1.7,0,0,"Left"},
{1.7,0,0,"Right"},
{0,0,0.9,"Top"}
};
};
class Land_HBarrier3_DZ: Land_HBarrier3ePreview{}; //point inheritance
class Land_HBarrier1Preview: Barrier {
points[] = {
{0,0,0,"Pivot"},
{0,-0.75,0,"Back"},
{0,0.75,0,"Front"},
{-0.6,0,0,"Left"},
{0.6,0,0,"Right"},
{0,0,0.9,"Top"}
};
};
class Land_HBarrier1_DZ: Land_HBarrier1Preview{};
class Fort_RazorWirePreview: Barrier {
points[] = {
{0,0,0,"Pivot"},
{0,-0.95,-0.3,"Back"},
{0,0.95,-0.3,"Front"},
{-4.1,0,-0.3,"Left"},
{4.1,0,-0.3,"Right"},
{0,0,1,"Top"}
};
};
class Fort_RazorWire: Fort_RazorWirePreview {};
class Sandbag1_DZ: Barrier {
points[] = {
{0,0,0,"Pivot"},
{-1.5,0,0,"Left"},
{1.5,0,0,"Right"},
{0,0,0.4,"Top"}
};
};
class BagFenceRound_DZ: Barrier {
points[] = {
{0,0,0,"Pivot"},
{-1.295,0.38,0,"Left"},
{1.295,0.38,0,"Right"},
{0,0,0.4,"Top"}
};
};
//Snapping whitelists for Floors, walls and stairs
class FloorsWallsStairs {
snapTo[] = {
"WoodFloorQuarter_DZ",
"WoodFloorHalf_DZ",
"WoodFloor_DZ",
"WoodStairs_DZ",
"WoodStairsSans_DZ",
"WoodSmallWallDoor_DZ",
"WoodSmallWall_DZ",
"WoodSmallWallWin_DZ",
"Land_DZE_WoodDoor",
"Land_DZE_WoodDoorLocked",
"WoodLargeWall_DZ",
"Land_DZE_LargeWoodDoor",
"WoodLargeWallWin_DZ",
"WoodLargeWallDoor_DZ",
"Land_DZE_GarageWoodDoor",
"Land_DZE_GarageWoodDoorLocked",
"Land_DZE_LargeWoodDoorLocked",
"WoodSmallWallThird_DZ",
"CinderWall_DZ",
"CinderWallDoorway_DZ",
"CinderWallDoorLocked_DZ",
"CinderWallDoor_DZ",
"CinderWallSmallDoorway_DZ",
"CinderWallDoorSmallLocked_DZ",
"CinderWallHalf_DZ",
"CinderWallDoorSmall_DZ",
"MetalFloor_DZ"
};
radius = 7;
};
class WoodFloorQuarter_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-1.23,0,"Back"},
{0,1.23,0,"Front"},
{-1.24,0,0,"Left"},
{1.24,0,0,"Right"}
};
};
class WoodFloorQuarter_DZ: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{0,-1.23,0.137726,"Back"},
{0,1.23,0.137726,"Front"},
{-1.24,0,0.137726,"Left"},
{1.24,0,0.137726,"Right"}
};
};
class WoodFloorHalf_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
points[] = {
{0,0,0,"Pivot"},
{0,-2.34,0,"Back"},
{0,2.34,0,"Front"},
{-1.25,0,0,"Left"},
{1.25,0,0,"Right"}
};
};
class WoodFloorHalf_DZ: FloorsWallsStairs{
points[] = {
{0,0,0,"Pivot"},
{0,-2.34,0.1407,"Back"},
{0,2.34,0.1407,"Front"},
{-1.25,0,0.1407,"Left"},
{1.25,0,0.1407,"Right"}
};
};
class WoodFloor_Preview_DZ: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{0,-2.33,0.130,"Back"},
{0,2.33,0.130,"Front"},
{-2.495,0,0.130,"Left"},
{2.495,0,0.130,"Right"}
};
radius = 10;
};
class WoodFloor_DZ: WoodFloor_Preview_DZ{};
class Stairs_DZE: FloorsWallsStairs {
points[] = {
{0,0,0,"Pivot"},
{1.56055,-0.78,1.5,"Back"},
{1.56055,0.78,1.5,"Front"},
{1.73926,0.05,2.9,"Top"},
{-1.73926,0.05,0,"Bottom"}
};
};
class WoodStairs_DZ: Stairs_DZE {};
class WoodStairs_Preview_DZ: Stairs_DZE {};
class WoodStairsSans_Preview_DZ: Stairs_DZE {};
class WoodStairsSans_DZ: Stairs_DZE {};
class WoodSmall_DZE: FloorsWallsStairs { // Small wood walls
points[] = {
{0,0,0,"Pivot"},
{-2.285, 0, 1.5,"Left"},
{2.285, 0, 1.5,"Right"},
{0, 0, 3,"Top"}
};
};
class WoodSmallWallDoor_Preview_DZ: WoodSmall_DZE {};
class WoodSmallWall_Preview_DZ: WoodSmall_DZE {};
class WoodSmallWallWin_Preview_DZ: WoodSmall_DZE {};
class WoodSmallWallDoor_DZ: WoodSmall_DZE {};
class WoodSmallWall_DZ: WoodSmall_DZE {};
class WoodSmallWallWin_DZ: WoodSmall_DZE {};
class Land_DZE_WoodDoor: WoodSmall_DZE {};
class Land_DZE_WoodDoorLocked: WoodSmall_DZE {};
class WoodDoor_Preview_DZ: WoodSmall_DZE{};
class WoodLarge_DZE: FloorsWallsStairs { //Large wood walls
points[] = {
{0,0,0,"Pivot"},
{-2.45, 0, 1.5,"Left"},
{2.45, 0, 1.5,"Right"},
{0, 0, 3,"Top"}
};
};
class WoodLargeWall_Preview_DZ: WoodLarge_DZE {};
class WoodLargeWallWin_Preview_DZ: WoodLarge_DZE {};
class WoodLargeWallDoor_Preview_DZ: WoodLarge_DZE {};
class WoodSmallWallThird_Preview_DZ: WoodLarge_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.445, 0, 1.5,"Left"},
{2.445, 0, 1.5,"Right"},
{0, 0, 1.17,"Top"}
};
};
class WoodSmallWallThird_DZ: WoodSmallWallThird_Preview_DZ{};
class WoodLargeWall_DZ: WoodLarge_DZE {};
class Land_DZE_LargeWoodDoor: WoodLarge_DZE {};
class WoodLargeWallWin_DZ: WoodLarge_DZE {};
class WoodLargeWallDoor_DZ: WoodLarge_DZE {};
class Land_DZE_GarageWoodDoor: WoodLarge_DZE {};
class GarageWoodDoor_Preview_DZ: WoodLarge_DZE {};
class Land_DZE_GarageWoodDoorLocked: WoodLarge_DZE {};
class Land_DZE_LargeWoodDoorLocked: WoodLarge_DZE {};
class LargeWoodDoor_Preview_DZ: WoodLarge_DZE {};
class Cinder_DZE: FloorsWallsStairs { //All cinder walls and doors
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"}
};
radius = 10;
};
class CinderWall_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, -0.009,"Left"},
{2.64, 0, -0.009,"Right"},
{0, 0, 1.685,"Top"},
{0,0,-1.685,"Bottom"}
};
};
class CinderWallDoorway_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"}
};
};
class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"}
};
};
class CinderWallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallHalf_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.5,"Top"}
};
};
class CinderWall_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"},
{0,0,-1.685,"Bottom"}
};
};
class CinderWallDoorway_DZ: Cinder_DZE {};
class CinderWallDoorLocked_DZ: Cinder_DZE {};
class CinderWallDoor_DZ: Cinder_DZE {};
class CinderWallSmallDoorway_DZ: Cinder_DZE {};
class CinderWallDoorSmallLocked_DZ: Cinder_DZE {};
class CinderWallHalf_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.685,"Top"}
};
};
class CinderWallDoorSmall_DZ: Cinder_DZE {};
class MetalFloor_Preview_DZ: FloorsWallsStairs {
points[] = {
{0,0,0.011,"Pivot"},
{0, -2.64, 0.025,"Back"},
{0, 2.64, 0.025,"Front"},
{-2.64, 0, 0.025,"Left"},
{2.64, 0, 0.025,"Right"}
};
radius = 12;
};
class MetalFloor_DZ: FloorsWallsStairs{
points[] = {
{0,0,0,"Pivot"},
{0, -2.64, 0.166,"Back"},
{0, 2.64, 0.166,"Front"},
{-2.64, 0, 0.166,"Left"},
{2.64, 0, 0.166,"Right"}
};
radius = 12;
};
//Non essential Items that only snap to themselves, do whitelist inheritance if you want these to snap
class WoodCrate_DZ {
snapTo[] = {
"WoodCrate_DZ"
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{0,-0.47,0,"Back"},
{0,0.47,0,"Front"},
{-0.47,0,0,"Left"},
{0.47,0,0,"Right"},
{0,0,0.47,"Top"}
};
};
class MetalPanel_DZ {
snapTo[] = {
"MetalPanel_DZ"
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-1.5,0,0,"Left"},
{1.5,0,0,"Right"}
};
};
class MetalGate_DZ {
snapTo[] = {
"MetalGate_DZ"
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-4.1,0,0,"Left"}
};
};
class StickFence_DZ {
snapTo[] = {
"StickFence_DZ"
};
radius = 10;
points[] = {
{0,0,0,"Pivot"},
{-2.95,0,0.3,"Left"},
{2.95,0,0.3,"Right"}
};
};
class Fence_corrugated_DZ {
snapTo[] = {
"Fence_corrugated_DZ"
};
radius = 10;
points[] = {
{0,0,0,"Pivot"},
{-1.95,0,0.88,"Left"},
{1.95,0,0.88,"Right"}
};
};
class WoodRamp_Preview_DZ {
snapTo[] = {
"WoodRamp_DZ"
};
radius = 7;
points[] = {
{0,0,0,"Pivot"},
{0.65,-1.7,1.2,"Back"},
{0.65,1.5,1.2,"Front"},
{3.34,-0.115,2.82,"Top"}
};
};
class WoodRamp_DZ: WoodRamp_Preview_DZ{};
class WoodLadder_Preview_DZ {
snapTo[] = {
"WoodLadder_DZ"
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{-0.4,0,1.725,"Left"},
{0.4,0,1.725,"Right"}
};
};
class WoodLadder_DZ: WoodLadder_Preview_DZ{};
class VaultStorageLocked {
snapTo[] = {
"VaultStorageLocked",
"VaultStorage"
};
radius = 5;
points[] = {
{0,0,0,"Pivot"},
{0,0.284,0.615,"Back"},
{0,0,1.23,"Top"},
{-0.362,0,0.615,"Left"},
{0.362,0,0.615,"Right"}
};
};
class VaultStorage: VaultStorageLocked {};
};