Files
DayZ-Epoch/SQF/dayz_code/init/compiles.sqf
ebaydayz ec6b5eb679 Move Repair and Salvage back to fn_selfActions
Partial revert of: 3aad4b6

Unfortunately this will not support loading external vehicle addons
(with custom UserActions) which we can not include in Epoch. Child
UserActions overwrite inherited UserActions.
2016-11-23 13:34:22 -05:00

948 lines
49 KiB
Plaintext

if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
pvs_processSetAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processSetAccessCode.sqf";
pvs_processAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processAccessCode.sqf";
server_spawnTraders = compile preprocessFile "\z\addons\dayz_server\compile\server_spawnTraders.sqf";
server_updateGroup = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\server_updateGroup.sqf";
};
if (!isDedicated) then {
//"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
//"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla
"filmic" setToneMappingParams [0.15, 0.35, 0.17, 0.115, 0.1, 5, 6, 4]; setToneMapping "filmic";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_padlock.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; //fnc to drop items. _item call fn_dropItem;
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_upgradeActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_upgradeActions.sqf";
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
//player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
//player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
//player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
//building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
//control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
player_updateGui = switch (toLower DZE_UI) do {
case "dark": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGuiDark.sqf";};
case "epoch": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGuiEpoch.sqf";};
case "vanilla": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";};
};
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
//player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
player_countMagazinesWBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazinesWBackpack.sqf";
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
//player_destroyTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_destroyTent.sqf";
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
//Objects
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
object_dismantle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_dismantle.sqf";
//Collisions
fn_collisions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_collisions.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieSwarmAttack.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
//zombie_generateSwarm = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\swarm_generate.sqf";
//actions
userActionConditions = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\userActionConditions.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_createstash = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createstash.sqf";
player_drinkWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drinkWater.sqf";
player_consume = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_consume.sqf";
player_emptyContainer = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_emptyContainer.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_useAttchment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useAttchment.sqf";
player_attachAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_attachAttachment.sqf";
player_removeAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_removeAttachment.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf";
if (DZE_modularBuild) then {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
DZE_build_vector_file = "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf";
build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file;
fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\fnc_SetPitchBankYaw.sqf";
FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf";
player_buildVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_buildVanilla.sqf";
fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_upgradeFireplace.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
//player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
//player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
player_combineAntibiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineAntibiotics.sqf";
player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
//player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_takeArrow.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
//player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
player_fixBottle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixBottle.sqf";
player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
//object_remove = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_fixHatchet = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixTools.sqf";
player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf";
player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf";
player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
//player_repairVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\repair_vehicle.sqf";
//player_salvageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\salvage_vehicle.sqf";
player_studyBody = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\study_body.sqf";
//ui
player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf";
player_toggleStreamerMode = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleStreamerMode.sqf";
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_selectWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_selectWeapon.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
ui_updateControls = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_updateControls.sqf";
//playerstats
horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";
//System
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
//Crafting
fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_craftItemVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemVanilla.sqf";
player_craftItemGUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemGUI.sqf";
player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
// EPOCH ADDITIONS
autoRunOff = {autoRunActive = false; terminate autoRunThread; player playActionNow "Stop";};
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf";
dze_buildChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_buildChecks.sqf";
dze_requiredItemsCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_requiredItemsCheck.sqf";
dze_surrender_off = {player setVariable ["DZE_Surrendered",false,true]; DZE_Surrender = false;};
epoch_generateKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_generateKey.sqf";
epoch_tempKeys = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_tempKeys.sqf";
epoch_totalCurrency = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_totalCurrency.sqf";
epoch_itemCost = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_itemCost.sqf";
epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
fn_pauseMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_pauseMenuChecks.sqf";
fn_waitForObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_waitForObject.sqf";
player_onPause = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_onPause.sqf";
player_addDuplicateTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addDuplicateTool.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_surrender = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_surrender.sqf";
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
PlotGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotGetFriends.sqf";
PlotNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotNearbyHumans.sqf";
PlotAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotAddFriend.sqf";
PlotRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotRemoveFriend.sqf";
PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf";
PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf";
MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\maintain_area.sqf";
DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf";
DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf";
DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf";
DoorRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorRemoveFriend.sqf";
player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf";
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
//diag_log ("VAL: " + str(_this));
_maxDis = 0.1 max _maxDis;
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
ui_initDisplay = {
private ["_ctrlBleed","_ctrlFracture"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
/* // These controls don't exist yet
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;
_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
*/
};
dayz_angleCheck = {
private ["_degree","_tPos","_zPos","_inAngle"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_inAngle = false;
_tPos = getPosASL _target;
_zPos = getPosASL _agent;
_eyeDir = direction _agent;
_inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
_inAngle
};
dayz_losCheck = {
private ["_cantSee","_target","_agent"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if ((!isNull _target) && (!isNull _agent)) then {
private ["_tPos","_zPos"];
_tPos = eyePos _target;
_zPos = eyePos _agent;
if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)];
//diag_log ("terrainIntersectASL: " + str(_cantSee));
if (!_cantSee) then {
_cantSee = lineIntersects [(eyePos _target), (eyePos _agent)];
//diag_log ("lineIntersects: " + str(_cantSee));
};
};
};
_cantSee
};
/*
dayz_dropItem = {
private ["_nearByPile","_item"];
_type = _this select 0;
_dropItem = _this select 1;
_dropAmount = _this select 2;
_nearByPile = nearestObjects [(getPosATL player), ["WeaponHolder","WeaponHolderBase"],2];
if (count _nearByPile == 0) then {
_item = createVehicle ["WeaponHolder", (getPosATL player), [], 0.0, "CAN_COLLIDE"];
} else {
_item = _nearByPile select 0;
};
_item addMagazineCargoGlobal [_dropItem,_dropAmount];
_item setvelocity [0,0,1];
};
*/
dayz_NutritionSystem = {
private ["_type","_baseRegen","_nutrition","_calorieCount","_hungerCount","_thirstCount","_tempCount","_Thirst","_Hunger","_bloodregen","_golbalNutrition"];
//["type",regen,[NutritionTable,thirst(Working Class),hunger(Working Class)]]
//info to be added
_type = _this select 0;
_baseRegen = _this select 1;
_nutrition = _this select 2;
//Nutrition array
_calorieCount = ((_this select 2) select 0);
//gain
_hungerCount = ((_this select 2) select 1);
_thirstCount = ((_this select 2) select 2);
_tempCount = ((_this select 2) select 3);
//3610 is based on a 80kg male 180cm tall
if (_calorieCount > 0) then {
_hungerCount = _hungerCount + (SleepFood * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_hunger / SleepFood))) / 100));
_thirstCount = _thirstCount + (SleepWater * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_thirst / SleepWater))) / 100));
};
switch (_type) do {
case "FoodDrink": {
//hunger
if (_hungerCount > 0) then {
if (dayz_hunger > _hungerCount) then {
dayz_hunger = dayz_hunger - (_hungerCount);
} else {
dayz_hunger = 0;
};
};
//thirst
if (_thirstCount > 0) then {
if (dayz_thirst > _thirstCount) then {
dayz_thirst = dayz_thirst - _thirstCount;
} else {
dayz_thirst = 0;
};
};
//temp
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
//calorie
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition + _calorieCount; };
//blood
if (_baseRegen > 0) then { r_player_bloodregen = r_player_bloodregen + _baseRegen; };
};
case "Working": {
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition - _calorieCount; };
if (_thirstCount > 0) then { dayz_thirst = dayz_thirst + _thirstCount; };
if (_hungerCount > 0) then { dayz_hunger = dayz_hunger + _hungerCount; };
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
};
};
dayz_thirst = (dayz_thirst min SleepWater) max 0;
dayz_hunger = (dayz_hunger min SleepFood) max 0;
dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin;
//systemChat str [ "nutrition, r_player_bloodregen+=",_baseRegen,"dayz_nutrition+=", _calorieCount, "dayz_thirst+=", _thirstCount, "dayz_hunger+=", _hungerCount ];
//systemChat format ["%6, Nutrition add: %1, Nutrition Total: %2, Thirst: %3, Hunger: %4, dayz_temperatur: %5",_this,dayz_nutrition,dayz_thirst,dayz_hunger,dayz_temperatur];
//diag_log format ["%6, Nutrition add: %1, Nutrition Total: %7/%2, Thurst: %3, Hunger: %4, BloodRegen: %5",_this,r_player_Nutrition,_Thirst,_Hunger,_bloodregen,_type,_golbalNutrition];
};
gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
_dialog
};
gear_ui_offMenu = {
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
gear_ui_init = {
//private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
gear_ui_hide = {
//private["_display","_BP"];
disableSerialization;
_display = findDisplay 106;
_BP = unitBackpack player;
if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
for "_i" from 1006 to 1011 do {
(_display displayCtrl _i) ctrlShow false;
};
} else {
for "_i" from 1006 to 1011 do {
if (!(ctrlShown (_display displayCtrl _i))) then {
(_display displayCtrl _i) ctrlShow true;
};
};
};
//hide buttons if unnecessary
if (isNull _BP || ((typeOf _BP) == "")) then {
(_display displayCtrl 132) ctrlShow false;
(_display displayCtrl 157) ctrlShow false;
(_display displayCtrl 158) ctrlShow false;
};
if ((DZE_TwoPrimaries == 0) && {(primaryWeapon player == "" && dayz_onBack != "" && !(dayz_onBack in MeleeWeapons))}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 1) && {(primaryWeapon player != "" && dayz_onBack != "" && (!(dayz_onBack in MeleeWeapons)) && !(primaryWeapon player in MeleeWeapons))}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 0) && primaryWeapon player != "" && (primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons)) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
if ((DZE_TwoPrimaries > 0) && (primaryWeapon player != "")) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
(_display displayCtrl 1204) ctrlShow false;
};
};
if (DayZ_onBack != "") then {
(_display displayCtrl 1208) ctrlShow true;
} else {
(_display displayCtrl 1208) ctrlShow false;
};
for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
};
};
dayz_lowHumanity = {
//private["_unit","_humanity","_delay"];
_unit = _this;
if ((_unit distance player) < 15) then {
private "_humanity";
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
private "_delay";
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
uiSleep _delay;
};
dayz_heartBeat = false;
};
};
dz_fn_meleeMagazines = {
if (_this) then {
{ player addMagazine _x } count MeleeMagazines;
} else {
{ player removeMagazines _x } count MeleeMagazines;
};
};
dayz_meleeMagazineCheck = {
//private["_meleeNum","_magType","_wpnType","_ismelee"];
_wpnType = primaryWeapon player;
_ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1);
if (_ismelee) then {
private ["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};
// combine matchboxes
private ["_matches","_fullBox","_remain"];
_matches = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then { // iskindOf does not work here?!
_matches = _matches + getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_matches / 5);
_remain = _matches % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_rollingMessages = {
private ["_displayText","_message"];
disableSerialization;
_displayText = {
private ["_display","_textLine"];
4099999 cutrsc ["RSC_DZ_Messages","plain"];
_display = uinamespace getvariable "DZ_Messages";
_textLine = _display displayctrl 4099998;
_textLine ctrlsetstructuredtext (parsetext _this);
_textLine ctrlcommit 0;
};
if (typeName _this == "ARRAY") exitWith {(_this select 0) call _displayText}; //Special or multi-line message
if ((diag_ticktime - Message_1_time) < 5) then {
if ((time - Message_2_time) < 5) then {
Message_3 = Message_2;
Message_3_time = Message_2_time;
} else {
Message_3 = "";
};
Message_2 = Message_1;
Message_2_time = Message_1_time;
} else {
Message_2 = "";
Message_3 = "";
};
Message_1 = _this;
Message_1_time = diag_ticktime;
//"PLAIN DOWN" fits a maximum of 3 lines on screen at once
//cutText [format ["%1\n%2\n%3", Message_1, Message_2, Message_3], "PLAIN DOWN"];
_message = format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3];
_message call _displayText;
};
dayz_killFeed = {
private ["_distance","_icon","_message","_playerName","_sourceName"];
_playerName = _this select 1;
_sourceName = _this select 2;
_distance = _this select 4;
_icon = _this select 5;
if (_icon == "") exitWith {};
if (diag_ticktime - death_1_time < 10) then {
if (time - death_2_time < 10) then {
if (time - death_3_time < 10) then {
death_4 = death_3;
death_4_time = death_3_time;
} else {
death_4 = "";
};
death_3 = death_2;
death_3_time = death_2_time;
} else {
death_3 = "";
death_4 = "";
};
death_2 = death_1;
death_2_time = death_1_time;
} else {
death_2 = "";
death_3 = "";
death_4 = "";
};
death_1 = format["<t size='.8' align='left' color='#a81e13'>%1 </t><img align='left' image='%2'/><t size='.8' align='left' color='#3FB07D'> %3 (%4m)</t>",_playerName,_icon,_sourceName,_distance];
death_1_time = diag_ticktime;
_message = format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4];
[_message,safeZoneX,safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;
};
dayz_originalPlayer = player;
// database trader menu
if (!DZE_ConfigTrader) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";};
// recent murders menu
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
};
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir");
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
// Vehicle damage fix
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_spawnObjects.sqf";
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
//player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
player_bloodCalc = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\bloodCalc.sqf";
fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomLocation.sqf";
fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf";
fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getModelName.sqf";
fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fence_handleDam.sqf";
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf";
fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
// EPOCH ADDITIONS
BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberDigits.sqf";
BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf";
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf";
FNC_GetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getPos.sqf";
dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf";
dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf";
DZE_FilterCheats = {
#define DIK_SUBTRACT 0x4A
#define DIK_NUMPADMINUS DIK_SUBTRACT
_dik = _this select 1;
_shift = _this select 2;
if (_dik == DIK_NUMPADMINUS && _shift) then {
call player_forceSave;
disableUserInput true;disableUserInput true;
[] spawn { //disable input, this is unfortunately the only way to stop cheat input
_testTime = diag_tickTime;
CheatsDisabled = _testTime;
titleText ["DO NOT ENTER CHEATS, WAIT 5 SECONDS TO CONTINUE!", "PLAIN", 1];
uiSleep 5;
if (!r_player_unconsciousInputDisabled && CheatsDisabled == _testTime) then {
//weird disableuserInput behavior, enable input, disable and reenable to prevent the last key press being input after re-enable
disableUserInput false;disableUserInput true;disableUserInput false;disableUserInput false;
};
};
};
};
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical","_status"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
_status = _character getVariable["hit_"+_x,false];
if ((typeName _status == "BOOLEAN") && {(_status)}) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["blood_type",""],
_character getVariable["rh_factor",""],
_character getVariable["messing",[0,0,0]],
_character getVariable["blood_testdone",false]
];
_medical
};
dayz_reduceItems = {
private ["_item","_class","_amount","_qtyRemaining"];
_item = _this select 0; //Item in current inventory.
_class = _this select 1; //Class type to use.
//Does player have the original item? (Not Really needed player_useMeds checks)
if (_item in magazines player) exitWith {
//Amount in current box (will be -1 for a random chance to start the reducing)
_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");
//Item to move too if there is some left
_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
//Only run for the random amount.
if (_amount == -1) then {
//Chance to start the reduction
if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
} else {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
};
true
};
dayz_inflame = {
private ["_object","_hasTool"];
_object = _this select 0;
// true = light the fire
if (_this select 1) then {
_hasTool = false;
{
if (_x in items player) exitWith {
if (dayz_matchboxCount) then {
_matches = getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
_qtyRemaining = getText(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "qtyRemaining");
//diag_log format["%1[%2,%3]",_x,_matches,_qtyRemaining];
if (_matches == -1) then {
if ([getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "chance")] call fn_chance) then {
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
} else {
// remove a match
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
};
_hasTool = true;
};
} count Dayz_Ignators;
if (_hasTool) then { _object inflame true; };
} else { // put out the fire
_object inflame false;
};
};
dayz_inflame_showMenu = {
private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"];
_object = _this select 0;
_whatIwant = _this select 1;
_ret = false;
_islit = (inflamed _object);
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count Dayz_Ignators;
};
_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
_ret
};
dayz_inflame_other = {
private ["_fireplace","_ret","_flame","_islit","_hasTool","_isLit","_pos"];
_fireplace = _this select 0;
if (_this select 1) then { // true = light the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
if (isNull _flame) then {
//_flame = if (local _fireplace) then { "flamable_DZ" createVehicleLocal getMarkerpos "respawn_west" } else { createVehicle [ "flamable_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"] };
_flame = createVehicle [ "flamable_DZ", getPosATL _fireplace, [], 0, "CAN_COLLIDE"]; // fireplace can be local (towngenerator, poi...) but flames will be networked
_pos = _fireplace modelToWorld (_fireplace selectionPosition "ohniste"); // ATL
_flame setPosATL _pos;
};
_hasTool = false;
{
if (_x in items player) exitWith {
if (dayz_matchboxCount) then {
_matches = getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
_qtyRemaining = getText(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "qtyRemaining");
//diag_log format["%1[%2,%3]",_x,_matches,_qtyRemaining];
if (_matches == -1) then {
if ([getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "chance")] call fn_chance) then {
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
} else {
// remove a match
player removeWeapon _x;
player addWeapon _qtyRemaining;
};
};
_hasTool = true;
};
} count Dayz_Ignators;
if (_hasTool) then { _flame inflame true; };
} else { // put out the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
if (count _flame > 0) then { (_flame select 0) inflame false; };
};
};
dayz_inflame_showMenu_other = {
private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"];
_fireplace = _this select 0;
_whatIwant = _this select 1;
_ret = false;
// return a boolean. true <=> player can put out the lit fire, can light a fire with match
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
_islit = !(isNull _flame) && {(inflamed _flame)};
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count Dayz_Ignators;
};
_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
//systemChat str [_flame, _hasTool, _islit, _ret];
_ret
};
isInflamed = {
private "_flame";
_flame = nearestObjects [_this, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
!(isNull _flame) && {(inflamed _flame)}
};
//Matchbox combine system.
dayz_combine_Inventory = {
private ["_qty","_fullBox","_remain"];
//ItemMatchbox,ItemAntibiotic
_qty = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then {
_qty = _qty + getNumber(configfile >> "cfgWeapons" >> _x >> "Ignators" >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_qty / 5);
_remain = _qty % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_engineSwitch = {
//private["_unit","_humanity","_delay"];
_vehicle = _this select 0;
_state = _this select 1;
if (local _vehicle) then {
_vehicle engineOn _state;
} else {
PVDZ_send = [_vehicle,"SetEngineState",[_vehicle,_state]];
publicVariableServer "PVDZ_send";
};
};