mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-18 09:32:02 +03:00
+ [FIXED] Player position was saved to [] in certain areas of Taviana forcing random spawn. Override variables added dayz_minpos (default: -20000) and dayz_maxpos (default: 20000). To better support Taviana use dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com admin for the heads up. + [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4 x metal pole + [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x desert_net_kit + [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4 x metal pole + [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x forest_net_kit + [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to glitching with rbull model. + [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from here: http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/ + [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool, ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2, PartWoodLumber x 4. + [CHANGED] When selling multiple magazine items traders should now always give highest denomination back. + [CHANGED] workshop is now required for most crafting. Currently a Nice Wood Shed or a Wooden Shack will work. + [CHANGED] Updated camo female texture thanks to http://www.twitch.tv/miss_alejandria + [ADDED] New vehicle ownership is now tied to vehicle keys. When you purchase a new vehicle you will get a key added to your toolbelt. Do not drop on the ground as they are easy to loose. + [ADDED] Server admins can now change default fresh spawn loadout within mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackWeapon = ""; + [ADDED] added override variable for to change the distance for selling vehicles. dayz_sellDistance = 20; in the missions init.sqf + [REVERT] Re-enabled old refuel sources and added (TODO: ability to fill 55 gallon barrels off them). + [ADDED] More internal code locks and addaction locks to prevent bugged menus. + [CHANGED] Can no longer drop "MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from primary slot, you must add it to your toolbelt first. + [ADDED] Fishing now requires casting and waiting to catch a fish (currently only trout). + [FIXED] Incorrect TradeInprogress message for Open Crate code. + [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as alternate spawn locations for new vehicles. + [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be Skin_TK_INS_Warlord_EP1_DZ in loot table instead. + [ADDED] Gain 1 humanity for each zed you gut. only after body is cleared and the body disappears. + [REMOVED] Removed m240 nest crafting for now too many problems still. + [ADDED] You now get a key when purchasing a vehicle, + [ADDED] Have your pen and paper handy for this one... When placing a personal safe you will now get a 4 digit pin code that you will need to use gain access to your safe. + [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing vehicles and placing vaults have now been resolved. + [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor moved to adjacent building.
202 lines
6.4 KiB
Plaintext
202 lines
6.4 KiB
Plaintext
/*
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* Crafting by [VB]AWOL
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* usage: spawn player_craftitem;
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*/
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private ["_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_num_removed","_removed_total","_temp_removed_array","_abort","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_consumeweapons","_item"];
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if(TradeInprogress) exitWith { cutText ["Crafting already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// temp array of removed parts
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_temp_removed_array = [];
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_abort = false;
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_distance = 2;
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_reason = "";
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
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_item = _this;
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_crafting = "Crafting";
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// check if fire is reqired
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_needNear = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "neednearby");
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if("fire" in _needNear) then {
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_isNear = {inflamed _x} count (position player nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fire";
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};
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};
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if("workshop" in _needNear) then {
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_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ"], 5]);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "workshop";
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};
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};
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if(_abort) exitWith {
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cutText [format["Crafting needs a %1 within %2 meters",_reason,_distance], "PLAIN DOWN"];
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TradeInprogress = false;
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};
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// diag_log format["Checking for fire: %1", _isFireNear];
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if (_canDo) then {
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// Moved all recipes input and outputs to configs
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_selectedRecipeOutput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "output");
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_selectedRecipeInput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "input");
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_selectedRecipeTools = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "requiretools");
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_consumeweapons = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "consumeweapons");
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_missing = "";
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_missingTools = false;
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{
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_hastoolweapon = _x in weapons player;
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if(!_hastoolweapon) exitWith { _missingTools = true; _missing = _x; };
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} forEach _selectedRecipeTools;
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if(!_missingTools) then {
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diag_log format["Selected Recipe Input: %1", _selectedRecipeInput];
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diag_log format["Selected Recipe Output: %1", _selectedRecipeOutput];
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// Dry run to see if all parts are available.
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_proceed = true;
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{
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_itemIn = _x select 0;
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_countIn = _x select 1;
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diag_log format["Recipe Check: %1 %2", _itemIn,_countIn];
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// not neccessary
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//if (!(_itemIn in magazines player)) exitWith { _missing = _itemIn; _missingQty = _countIn; _proceed = false; };
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// match against class and parentClass
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
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if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} forEach _selectedRecipeInput;
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// If all parts proceed
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if (_proceed) then {
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cutText ["Crafting started", "PLAIN DOWN"];
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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 and !_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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sleep 0.1;
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};
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r_doLoop = false;
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if (_finished) then {
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_removed_total = 0; // count total of removed items
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_tobe_removed_total = 0; // count total of all to be removed items
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// Take items
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{
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_removed = 0;
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_itemIn = _x select 0;
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_countIn = _x select 1;
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// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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if(_num_removed >= 1) then {
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_temp_removed_array set [count _temp_removed_array,_x];
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};
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};
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} forEach magazines player;
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} forEach _selectedRecipeInput;
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diag_log format["removed: %1 of: %2", _removed, _tobe_removed_total];
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// Only proceed if all parts were removed successfully
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if(_removed_total == _tobe_removed_total) then {
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// Put items
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{
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// consumeweapons
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{
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player removeWeapon _x;
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} forEach _consumeweapons;
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_itemOut = _x select 0;
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_countOut = _x select 1;
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diag_log format["Recipe Output: %1 %2", _itemOut,_countOut];
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for "_x" from 1 to _countOut do {
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player addMagazine _itemOut;
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};
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// get display name
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_textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
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// Add crafted item
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cutText [format["Crafted Item: %1 x %2",_textCreate,_countOut], "PLAIN DOWN"];
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} forEach _selectedRecipeOutput;
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} else {
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// Refund parts since we failed
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{player addMagazine _x;} forEach _temp_removed_array;
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cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"];
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};
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled crafting.", "PLAIN DOWN"];
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};
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} else {
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_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
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cutText [format["Missing %1 more of %2",_missingQty, _textMissing], "PLAIN DOWN"];
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};
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} else {
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_textMissing = getText(configFile >> "CfgWeapons" >> _missing >> "displayName");
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cutText [format["Missing Tool: %1",_textMissing], "PLAIN DOWN"];
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};
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} else {
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cutText ["Crafting needs a fire within 2 meters.", "PLAIN DOWN"];
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};
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TradeInprogress = false; |