Files
DayZ-Epoch/SQF/dayz_code/actions/player_buildingDowngrade.sqf
oiad ea94ec4e8b Extend DZE_GodModeBase to built items (#1898)
This now makes buildables properly apply godmode instead of having to
wait till restart for:

* Being built
* Being upgraded
* Being downgraded
master
2017-02-26 13:50:11 -05:00

134 lines
3.9 KiB
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/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_ownerID","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_48" call dayz_rollingMessages;};
dayz_actionInProgress = true;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = 1;
// get cursortarget from addaction
_obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if (DZE_Lock_Door != _objectCharacterID) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_49" call dayz_rollingMessages;};
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = false; s_player_upgrade_build = -1; localize "str_epoch_player_50" call dayz_rollingMessages;};
// Get classname
_classname = typeOf _obj;
// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
if ((count _upgrade) > 0) then {
_newclassname = _upgrade select 0;
_refund = _upgrade select 1;
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_invResult = false;
_abortInvAdd = false;
_i = 0;
_addedItems = [];
//Remove melee magazines (BIS_fnc_invAdd fix)
false call dz_fn_meleeMagazines;
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
_invResult = [player,_itemOut] call BIS_fnc_invAdd;
if(!_invResult) exitWith {
_abortInvAdd = true;
};
if(_invResult) then {
_i = _i + 1;
_addedItems set [(count _addedItems),[_itemOut,1]];
};
};
if (_abortInvAdd) exitWith {};
} count _refund;
true call dz_fn_meleeMagazines;
// all parts added proceed
if(_i != 0) then {
// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];
// Get direction
_dir = getDir _obj;
_vector = [(vectorDir _obj),(vectorUp _obj)];
// Reset the character ID on locked doors before they inherit the newclassname
if (_classname in DZE_DoorsLocked) then {
_obj setVariable ["CharacterID",dayz_characterID,true];
_objectCharacterID = dayz_characterID;
};
_classname = _newclassname;
// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
// Set direction
_object setDir _dir;
_object setVariable["memDir",_dir,true];
// Set vector
_object setVectorDirAndUp _vector;
// Set location
_object setPosATL _location;
format[localize "str_epoch_player_142",_text] call dayz_rollingMessages;
if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
_object addEventHandler ["HandleDamage",{false}];
_object enableSimulation false;
};
if (DZE_permanentPlot) then {
_ownerID = _obj getVariable["ownerPUID","0"];
_object setVariable ["ownerPUID",_ownerID,true];
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,dayz_playerUID,_vector],_classname,_obj,player];
} else {
PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location, _vector],_classname,_obj,player];
};
publicVariableServer "PVDZE_obj_Swap";
player reveal _object;
} else {
format[localize "str_epoch_player_143",_i,getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName")] call dayz_rollingMessages;
{
[player,(_x select 0),(_x select 1)] call BIS_fnc_invRemove;
} count _addedItems;
};
} else {
localize "str_epoch_player_51" call dayz_rollingMessages;
};
dayz_actionInProgress = false;
s_player_downgrade_build = -1;