Files
DayZ-Epoch/SQF/dayz_code/actions/player_addToolbelt.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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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_39" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_item","_config","_onLadder","_hastoolweapon","_onBack","_text","_create","_config2","_melee2tb","_isOk"];
disableSerialization;
_item = _this;
_config = configFile >> "cfgWeapons" >> _item;
_onBack = dayz_onBack in MeleeWeapons;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {localize "str_player_21" call dayz_rollingMessages; dayz_actionInProgress = false;};
_hastoolweapon = _item in weapons player;
_text = getText (_config >> "displayName");
if (!_hastoolweapon and !_onBack) exitWith {format[localize "str_player_30",_text] call dayz_rollingMessages; dayz_actionInProgress = false;};
call gear_ui_init;
//Add new item
_create = getArray (_config >> "ItemActions" >> "Toolbelt" >> "output") select 0;
_config2 = configFile >> "cfgWeapons" >> _create;
//removing current melee weapon if new melee selected
_melee2tb = "";
if ((_item in ["ItemHatchet","ItemCrowbar","ItemMachete","ItemFishingPole","ItemSledge"]) || _item == DayZ_onBack) then {
if (!carryClick) then {
//free primary slot for new melee (remember item to add after)
switch (primaryWeapon player) do {
case "MeleeHatchet": {if !("ItemHatchet" in weapons player) then {player removeWeapon "MeleeHatchet"; _melee2tb = "ItemHatchet";};};
case "MeleeCrowbar": {if !("ItemCrowbar" in weapons player) then {player removeWeapon "MeleeCrowbar"; _melee2tb = "ItemCrowbar";};};
case "MeleeMachete": {if !("ItemMachete" in weapons player) then {player removeWeapon "MeleeMachete"; _melee2tb = "ItemMachete";};};
case "MeleeFishingPole": {player removeWeapon "MeleeFishingPole"; _melee2tb = "ItemFishingPole";};
case "MeleeSledge": {if !("ItemSledge" in weapons player) then {player removeWeapon "MeleeSledge"; _melee2tb = "ItemSledge";};};
};
} else {
if (DayZ_onBack != "" || _item == DayZ_onBack) then {
switch DayZ_onBack do {
case "MeleeHatchet": {if !("ItemHatchet" in weapons player) then {dayz_onBack = ""; _melee2tb = "ItemHatchet";};};
case "MeleeCrowbar": {if !("ItemCrowbar" in weapons player) then {dayz_onBack = ""; _melee2tb = "ItemCrowbar";};};
case "MeleeMachete": {if !("ItemMachete" in weapons player) then {dayz_onBack = ""; _melee2tb = "ItemMachete";};};
case "MeleeFishingPole": {dayz_onBack = ""; _melee2tb = "ItemFishingPole";};
case "MeleeSledge": {if !("ItemSledge" in weapons player) then {dayz_onBack = ""; _melee2tb = "ItemSledge";};};
};
carryClick = false;
((findDisplay 106) displayCtrl 1209) ctrlSetText "";
};
};
};
//Remove melee magazines (BIS_fnc_invAdd fix) (add new melee ammo to array if needed)
{player removeMagazines _x} count ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Fishing_Swing","Sledge_Swing"];
_isOk = [player,_config2] call BIS_fnc_invAdd;
if (_isOk) then {
player removeWeapon _item;
//adding old melee converted to Item on place of removed _item
if (_melee2tb != "") then {
//we know there is place to add item but to prevent BE spam using _config2
_config2 = _melee2tb;
_isOk = [player,_config2] call BIS_fnc_invAdd;
};
} else {
closeDialog 0;
localize "str_player_24" call dayz_rollingMessages;
};
dayz_actionInProgress = false;