Files
DayZ-Epoch/SQF/dayz_code/compile/player_unlockVault.sqf
2013-08-26 02:29:18 -05:00

132 lines
4.3 KiB
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/*
DayZ Lock Safe
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking"];
if(TradeInprogress) exitWith { cutText ["Unlock already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot unlock while another player is nearby." , "PLAIN DOWN"]; };
_obj = _this;
_unlockedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "unlockedClass");
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
_alreadyPacking = _obj getVariable["packing",0];
_claimedBy = _obj getVariable["claimed","0"];
{player removeAction _x} forEach s_player_combi;s_player_combi = [];
s_player_unlockvault = 1;
// Silently exit if object no longer exists or alive
if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
_ownerID = _obj getVariable["CharacterID","0"];
diag_log format["Combination: %1", dayz_combination];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; cutText [format["That %1 is already being unlocked.",_text], "PLAIN DOWN"]};
// Promt user for password if _ownerID != dayz_playerUID
if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
// Check if any players are nearby if not allow player to claim item.
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
_playerID = getPlayerUID player;
// Only allow if not already claimed.
if (_claimedBy == "0" or !_playerNear) then {
// Since item was not claimed proceed with claiming it.
_obj setVariable["claimed",_playerID,true];
};
_dir = direction _obj;
_pos = _obj getVariable["OEMPos",(getposATL _obj)];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
_claimedBy = _obj getVariable["claimed","0"];
if (_claimedBy == _playerID) then {
if(!isNull _obj and alive _obj) then {
_obj setVariable["packing",1];
_weapons = _obj getVariable["WeaponCargo",[]];
_magazines = _obj getVariable["MagazineCargo",[]];
_backpacks = _obj getVariable["BackpackCargo",[]];
player playActionNow "Medic";
sleep 1;
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 5;
_holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
// Remove locked vault
deleteVehicle _obj;
_holder setdir _dir;
_holder setpos _pos;
player reveal _holder;
_holder setVariable["CharacterID",_ownerID,true];
_holder setVariable["ObjectID",_objectID,true];
_holder setVariable["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos", _pos, true];
if (count _weapons > 0) then {
//Add weapons
_objWpnTypes = _weapons select 0;
_objWpnQty = _weapons select 1;
_countr = 0;
{
_holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
};
if (count _magazines > 0) then {
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
_holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
};
if (count _backpacks > 0) then {
//Add Backpacks
_objWpnTypes = _backpacks select 0;
_objWpnQty = _backpacks select 1;
_countr = 0;
{
_holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
};
cutText [format["%1 has been unlocked.",_text], "PLAIN DOWN"];
};
} else {
TradeInprogress = false;
cutText [format[(localize "str_player_beinglooted"),_text] , "PLAIN DOWN"];
};
} else {
player playActionNow "Medic";
sleep 1;
[player,"repair",0,false] call dayz_zombieSpeak;
null = [player,25,true,(getPosATL player)] spawn player_alertZombies;
sleep 5;
cutText [format["Combination incorrect, %1 is still locked.",_text], "PLAIN DOWN"];
};
s_player_unlockvault = -1;
TradeInprogress = false;