Files
DayZ-Epoch/SQF/dayz_code/actions/fill_startGenerator.sqf
icomrade e54b9983dd Replace forEach with Count
Use count where you do not need _forEachIndex variable, it's quicker
than forEach.
2014-05-27 15:37:57 -04:00

91 lines
2.3 KiB
Plaintext

private ["_vehicle","_started","_finished","_animState","_isMedic","_soundSource"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_24") , "PLAIN DOWN"] };
DZE_ActionInProgress = true;
player removeAction s_player_fillgen;
s_player_fillgen = 1;
// Use target from addaction
_vehicle = _this select 3;
[1,1] call dayz_HungerThirst;
// force animation
player playActionNow "Medic";
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
cutText [(localize "str_epoch_player_25"), "PLAIN DOWN"];
[player,50,true,(getPosATL player)] spawn player_alertZombies;
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;
};
sleep 0.1;
};
r_doLoop = false;
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_26") , "PLAIN DOWN"]
};
if (_finished) then {
// take jerry can && replace with empty
if(!(_vehicle getVariable ["GeneratorFilled", false]) && ("ItemJerrycan" in magazines player)) then {
if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
player addMagazine "ItemJerrycanEmpty";
// mark as once filled
_vehicle setVariable ["GeneratorFilled", true,true];
// Start generator
_vehicle setVariable ["GeneratorRunning", true,true];
// Sound_Generator1
// Looks like this was the entended way of making the sound, lets test
_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
_vehicle setVariable ["GeneratorSound", _soundSource,true];
cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"];
};
} else {
// Start generator
_vehicle setVariable ["GeneratorRunning", true,true];
// Sound_Generator1
// Looks like this was the entended way of making the sound, lets test
_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
_vehicle setVariable ["GeneratorSound", _soundSource,true];
cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"];
};
};
DZE_ActionInProgress = false;
s_player_fillgen = -1;