mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
see the below links for more info. uiSleep is based off of a more accurate method of tracking time, whereas sleep can fluctuate depending on application performance since it is based on framerate. https://community.bistudio.com/wiki/uiSleep https://community.bistudio.com/wiki/sleep_vs_uiSleep https://community.bistudio.com/wiki/sleep
122 lines
3.2 KiB
Plaintext
122 lines
3.2 KiB
Plaintext
private ["_vehicle","_part","_hitpoint","_type","_selection","_array","_started","_finished","_animState","_isMedic","_isOK","_brokenPart","_findPercent","_damage","_hasToolbox","_nameType","_namePart"];
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_94") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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//_id = _this select 2;
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_array = _this select 3;
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_vehicle = _array select 0;
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_part = _array select 1;
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_hitpoint = _array select 2;
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_type = typeOf _vehicle;
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_isOK = false;
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_brokenPart = false;
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//
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_hasToolbox = "ItemToolbox" in items player;
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// moving this here because we need to know which part needed if we don't have it
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_nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
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_namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName");
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{_vehicle removeAction _x} count s_player_repairActions;s_player_repairActions = [];
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s_player_repair_crtl = 1;
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if (_hasToolbox) then {
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[1,1] call dayz_HungerThirst;
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player playActionNow "Medic";
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[player,"repair",0,false] call dayz_zombieSpeak;
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started && !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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uiSleep 0.1;
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};
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r_doLoop = false;
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if (_finished) then {
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_damage = [_vehicle,_hitpoint] call object_getHit;
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// _vehicle removeAction _id;
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//dont allow removal of damaged parts
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if (_damage < 1) then {
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_findPercent = (1 - _damage) * 10;
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if(ceil (random _findPercent) == 1) then {
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_isOK = true;
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_brokenPart = true;
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} else {
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_isOK = [player,_part] call BIS_fnc_invAdd;
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_brokenPart = false;
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};
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if (_isOK) then {
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//break the part
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_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
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//vehicle is owned by whoever is in it, so we have to have each client try && fix it
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//["PVDZE_veh_SFix",[_vehicle,_selection,1],_vehicle] call broadcastRpcCallIfLocal;
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PVDZE_veh_SFix = [_vehicle,_selection,1];
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publicVariable "PVDZE_veh_SFix";
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if (local _vehicle) then {
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PVDZE_veh_SFix call object_setFixServer;
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};
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_vehicle setvelocity [0,0,1];
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if(_brokenPart) then {
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//Failed!
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cutText [format[(localize "str_epoch_player_168"),_namePart,_nameType], "PLAIN DOWN"];
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} else {
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//Success!
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cutText [format[(localize "str_epoch_player_169"),_namePart,_nameType], "PLAIN DOWN"];
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};
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} else {
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cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"];
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};
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};
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} else {
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r_interrupt = false;
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText [(localize "str_epoch_player_95"), "PLAIN DOWN"];
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};
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} else {
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cutText [format[(localize "str_epoch_player_170"),_namePart], "PLAIN DOWN"];
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};
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dayz_myCursorTarget = objNull;
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s_player_repair_crtl = -1;
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DZE_ActionInProgress = false;
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