Files
DayZ-Epoch/SQF/dayz_code/actions/salvage.sqf
icomrade c3ed4e49e1 Replace sleep with uiSleep
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
2016-02-17 13:03:17 -05:00

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private ["_vehicle","_part","_hitpoint","_type","_selection","_array","_started","_finished","_animState","_isMedic","_isOK","_brokenPart","_findPercent","_damage","_hasToolbox","_nameType","_namePart"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_94") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
//_id = _this select 2;
_array = _this select 3;
_vehicle = _array select 0;
_part = _array select 1;
_hitpoint = _array select 2;
_type = typeOf _vehicle;
_isOK = false;
_brokenPart = false;
//
_hasToolbox = "ItemToolbox" in items player;
// moving this here because we need to know which part needed if we don't have it
_nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
_namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName");
{_vehicle removeAction _x} count s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = 1;
if (_hasToolbox) then {
[1,1] call dayz_HungerThirst;
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (_finished) then {
_damage = [_vehicle,_hitpoint] call object_getHit;
// _vehicle removeAction _id;
//dont allow removal of damaged parts
if (_damage < 1) then {
_findPercent = (1 - _damage) * 10;
if(ceil (random _findPercent) == 1) then {
_isOK = true;
_brokenPart = true;
} else {
_isOK = [player,_part] call BIS_fnc_invAdd;
_brokenPart = false;
};
if (_isOK) then {
//break the part
_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
//vehicle is owned by whoever is in it, so we have to have each client try && fix it
//["PVDZE_veh_SFix",[_vehicle,_selection,1],_vehicle] call broadcastRpcCallIfLocal;
PVDZE_veh_SFix = [_vehicle,_selection,1];
publicVariable "PVDZE_veh_SFix";
if (local _vehicle) then {
PVDZE_veh_SFix call object_setFixServer;
};
_vehicle setvelocity [0,0,1];
if(_brokenPart) then {
//Failed!
cutText [format[(localize "str_epoch_player_168"),_namePart,_nameType], "PLAIN DOWN"];
} else {
//Success!
cutText [format[(localize "str_epoch_player_169"),_namePart,_nameType], "PLAIN DOWN"];
};
} else {
cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"];
};
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_95"), "PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_170"),_namePart], "PLAIN DOWN"];
};
dayz_myCursorTarget = objNull;
s_player_repair_crtl = -1;
DZE_ActionInProgress = false;