Files
DayZ-Epoch/SQF/dayz_code/actions/repair.sqf
Zac Surplice 6a58370670 small change
2013-11-27 15:42:38 +11:00

128 lines
3.3 KiB
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private ["_vehicle","_part","_hitpoint","_type","_selection","_array","_started","_finished","_animState","_isMedic","_num_removed","_damage","_dis","_sfx","_allFixed","_id","_hasToolbox","_section","_nameType","_namePart","_hitpoints"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_92") , "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;
//
_hasToolbox = "ItemToolbox" in items player;
_section = _part in magazines 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");
s_player_repair_crtl = 1;
if (_section and _hasToolbox) then {
[1,1] call dayz_HungerThirst;
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,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 and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (_finished) then {
_damage = [_vehicle,_hitpoint] call object_getHit;
_vehicle removeAction _id;
//dont waste loot on undamaged parts
if (_damage > 0) then {
// ensure part was removed
_num_removed = ([player,_part] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
//Fix 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 and fix it
PVDZE_veh_SFix = [_vehicle,_selection,0];
publicVariable "PVDZE_veh_SFix";
if (local _vehicle) then {
PVDZE_veh_SFix call object_setFixServer;
};
_vehicle setvelocity [0,0,1];
//Success!
cutText [format[(localize "str_epoch_player_166"),_namePart,_nameType], "PLAIN DOWN"];
};
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_93"), "PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_167"),_namePart], "PLAIN DOWN"];
};
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
dayz_myCursorTarget = objNull;
//check if repaired fully
_hitpoints = _vehicle call vehicle_getHitpoints;
_allFixed = true;
{
_damage = [_vehicle,_x] call object_getHit;
if (_damage > 0) exitWith {
_allFixed = false;
};
} forEach _hitpoints;
//update if repaired
if (_allFixed) then {
_vehicle setDamage 0;
//["PVDZE_veh_Update",[_vehicle,"repair"]] call callRpcProcedure;
PVDZE_veh_SFix = [_vehicle,_selection,0];
publicVariable "PVDZE_veh_SFix";
if (local _vehicle) then {
PVDZE_veh_SFix call object_setFixServer;
};
};
s_player_repair_crtl = -1;
DZE_ActionInProgress = false;