Files
DayZ-Epoch/SQF/dayz_code/actions/remove.sqf
ebaydayz edd53597b0 Don't pass DZE_plotManagement to fn_check_owner
The whole point of a global variable is you do not need to pass it.
DZE_plotManagement and DZE_plotmanagementAdmins are always defined and
do not change, so there is no need to pass them as parameters.
2016-05-20 12:14:48 -04:00

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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_88" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
/*
delete object from db with extra waiting by [VB]AWOL
parameters: _obj
*/
private ["_activatingPlayer","_obj","_playerUID","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_objType","_sfx","_dis","_itemOut","_countOut","_selectedRemoveOutput","_friendlies","_nearestPole","_ownerID","_refundpart","_isWreck","_findNearestPoles","_findNearestPole","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund","_ipos","_item","_radius","_isWreckBuilding","_nameVehicle","_isModular"];
player removeAction s_player_deleteBuild;
s_player_deleteBuild = 1;
_obj = _this select 3;
_activatingPlayer = player;
_objOwnerID = "0";
_playerUID = "1";
_isOwnerOfObj = false;
if (DZE_plotforLife) then {
_objOwnerID = _obj getVariable["ownerPUID","0"];
_playerUID = [player] call FNC_GetPlayerUID;
_isOwnerOfObj = (_objOwnerID == _playerUID);
} else {
_objOwnerID = _obj getVariable["CharacterID","0"];
_isOwnerOfObj = (_objOwnerID == dayz_characterID);
};
if (_obj in DZE_DoorsLocked) exitWith {DZE_ActionInProgress = false; localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages;};
if (_obj getVariable ["GeneratorRunning", false]) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_89" call dayz_rollingMessages;};
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_isOk = true;
_proceed = false;
_objType = typeOf _obj;
// Chance to break tools
_isDestructable = _obj isKindOf "BuiltItems";
_isWreck = _objType in DZE_isWreck;
_isRemovable = _objType in DZE_isRemovable;
_isWreckBuilding = _objType in DZE_isWreckBuilding;
_isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
_isModular = _obj isKindOf "ModularItems";
_distance = DZE_PlotPole select 0;
_limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
};
};
_plotcheck = [player, false] call FNC_find_plots;
_distance = _plotcheck select 0;
_IsNearPlot = _plotcheck select 1;
_nearestPole = _plotcheck select 2;
if(_IsNearPlot >= 1) then {
// Since there are plot poles nearby we need to check ownership && friend status
_buildcheck = [player, _nearestPole] call FNC_check_owner;
_isowner = _buildcheck select 0;
_isfriendly = _buildcheck select 1;
if (!_isowner && !_isfriendly) then {
_limit = round(_limit*2);
};
};
_nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName");
format[localize "str_epoch_player_162",_nameVehicle] call dayz_rollingMessages;
if (_isModular) then {
//allow previous cutText to show, then show this if modular.
localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages;
};
// Alert zombies once.
[player,50,true,(getPosATL player)] spawn player_alertZombies;
_brokenTool = false;
// Start de-construction loop
_counter = 0;
while {_isOk} do {
// if object no longer exits this should return true.
if(isNull(_obj)) exitWith {
_isOk = false;
_proceed = false;
};
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
player playActionNow "Medic";
_dis=20;
[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 && !_isMedic) then {
r_doLoop = false;
_finished = true;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
// 10% chance to break a required tool each pass
if((_isDestructable || _isRemovable) && !_isOwnerOfObj) then {
if (dayz_toolBreaking && {[0.04] call fn_chance}) then {_brokenTool = true;};
};
};
if(_brokenTool) exitWith {
_isOk = false;
_proceed = false;
};
format[localize "str_epoch_player_163",_nameVehicle,_counter,_limit] call dayz_rollingMessages;
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
if(_brokenTool) then {
if(_isWreck) then {
_removeTool = "ItemToolbox";
} else {
_removeTool = ["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom;
};
if(([player,_removeTool,1] call BIS_fnc_invRemove) > 0) then {
format[localize "str_epoch_player_164",getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"),_nameVehicle] call dayz_rollingMessages;
};
};
// Remove only if player waited
if (_proceed) then {
// Double check that object is not null
if(!isNull(_obj)) then {
_ipos = getPosATL _obj;
deleteVehicle _obj;
if(!_isWreck) then {
_activatingPlayer = player;
PVDZ_obj_Destroy = [_objectID,_objectUID, _activatingPlayer];
publicVariableServer "PVDZ_obj_Destroy";
};
format[localize "str_epoch_player_165",_nameVehicle] call dayz_rollingMessages;
_preventRefund = false;
_selectedRemoveOutput = [];
if(_isWreck) then {
// Find one random part to give back
_refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom;
_selectedRemoveOutput set [count _selectedRemoveOutput,[_refundpart,1]];
} else {
if(_isWreckBuilding) then {
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
} else {
_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
_preventRefund = (_objectID == "0" && _objectUID == "0");
};
};
if ((count _selectedRemoveOutput) <= 0) then {
localize "str_epoch_player_90" call dayz_rollingMessages;
};
if (_ipos select 2 < 0) then {
_ipos set [2,0];
};
_radius = 1;
if (_isMine) then {
if((random 10) <= 4) then {
_gems = [];
_weights = [];
{
_gems set [(count _gems), (_x select 0)];
_weights set [(count _weights), (_x select 1)];
} count DZE_GemOccurance;
diag_log [_gems, _weights];
_gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted;
diag_log _gemSelected;
_selectedRemoveOutput set [(count _selectedRemoveOutput),[_gemSelected,1]];
};
};
// give refund items
if((count _selectedRemoveOutput) > 0 && !_preventRefund) then {
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
{
_itemOut = _x select 0;
_countOut = _x select 1;
if (typeName _countOut == "ARRAY") then {
_countOut = round((random (_countOut select 1)) + (_countOut select 0));
};
_item addMagazineCargoGlobal [_itemOut,_countOut];
} count _selectedRemoveOutput;
_item setposATL _iPos;
player reveal _item;
player action ["Gear", _item];
};
} else {
localize "str_epoch_player_91" call dayz_rollingMessages;
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
DZE_ActionInProgress = false;
s_player_deleteBuild = -1;
_obj