Files
DayZ-Epoch/SQF/dayz_code/actions/gather_meat.sqf
ebaydayz c2b16f0828 Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose.

It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.

I will make this change in vanilla too.
2016-08-25 15:38:27 -04:00

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private ["_item","_type","_hasHarvested","_config","_knifeArray","_PlayerNear","_isListed","_activeKnife","_text","_dis","_sfx","_sharpnessRemaining","_qty","_chance","_string"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_29" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_item = _this select 3;
_type = typeOf _item;
_hasHarvested = _item getVariable["meatHarvested",false];
_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
_knifeArray = [];
player removeAction s_player_butcher;
s_player_butcher = -1;
_PlayerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 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 { localize "str_cannotgut" call dayz_rollingMessages; dayz_actionInProgress = false; };
if ((count _knifeArray > 0) and !_hasHarvested) then {
private "_qty";
//Select random can from array
_activeKnife = _knifeArray call BIS_fnc_selectRandom;
//Get Animal Type
_isListed = isClass _config;
_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
player playActionNow "Medic";
_dis=10;
_sfx = "gut";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] call player_alertZombies;
// Added Nutrition-Factor for work
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
_item setVariable ["meatHarvested",true,true];
_qty = if (_isListed) then {getNumber (_config >> "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";
//achievement system
if (!achievement_Gut) then {
achievement_Gut = true;
};
};
if (dayz_knifeDulling) then {
_sharpnessRemaining = getText (configFile >> "cfgWeapons" >> _activeKnife >> "sharpnessRemaining");
switch _activeKnife do {
case "ItemKnife" : {
//_chance = getNumber (configFile >> "cfgWeapons" >> _activeKnife >> "chance");
if ([0.2] call fn_chance) then {
player removeWeapon _activeKnife;
player addWeapon _sharpnessRemaining;
//systemChat (localize "str_info_bluntknife");
localize "str_info_bluntknife" call dayz_rollingMessages;
};
};
case "ItemKnifeBlunt" : {
//do nothing
};
default {
player removeWeapon _activeKnife;
player addWeapon _sharpnessRemaining;
};
};
};
uiSleep 6;
_string = format[localize "str_success_gutted_animal",_text,_qty];
closeDialog 0;
uiSleep 0.02;
_string call dayz_rollingMessages;
};
dayz_actionInProgress = false;