mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
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.
256 lines
7.4 KiB
Plaintext
256 lines
7.4 KiB
Plaintext
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_88" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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/*
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delete object from db with extra waiting by [VB]AWOL
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parameters: _obj
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*/
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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"];
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player removeAction s_player_deleteBuild;
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s_player_deleteBuild = 1;
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_obj = _this select 3;
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_activatingPlayer = player;
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_objOwnerID = "0";
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_playerUID = "1";
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_isOwnerOfObj = false;
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if (DZE_plotforLife) then {
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_objOwnerID = _obj getVariable["ownerPUID","0"];
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_playerUID = [player] call FNC_GetPlayerUID;
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_isOwnerOfObj = (_objOwnerID == _playerUID);
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} else {
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_objOwnerID = _obj getVariable["CharacterID","0"];
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_isOwnerOfObj = (_objOwnerID == dayz_characterID);
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};
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if (_obj in DZE_DoorsLocked) exitWith {DZE_ActionInProgress = false; localize "STR_EPOCH_ACTIONS_20" call dayz_rollingMessages;};
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if (_obj getVariable ["GeneratorRunning", false]) exitWith {DZE_ActionInProgress = false; localize "str_epoch_player_89" call dayz_rollingMessages;};
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_isOk = true;
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_proceed = false;
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_objType = typeOf _obj;
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// Chance to break tools
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_isDestructable = _obj isKindOf "BuiltItems";
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_isWreck = _objType in DZE_isWreck;
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_isRemovable = _objType in DZE_isRemovable;
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_isWreckBuilding = _objType in DZE_isWreckBuilding;
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_isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
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_isModular = _obj isKindOf "ModularItems";
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_distance = DZE_PlotPole select 0;
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_limit = 3;
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if (DZE_StaticConstructionCount > 0) then {
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_limit = DZE_StaticConstructionCount;
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}
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else {
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if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
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};
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};
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_plotcheck = [player, false] call FNC_find_plots;
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_distance = _plotcheck select 0;
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_IsNearPlot = _plotcheck select 1;
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_nearestPole = _plotcheck select 2;
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if(_IsNearPlot >= 1) then {
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// Since there are plot poles nearby we need to check ownership && friend status
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_buildcheck = [player, _nearestPole] call FNC_check_owner;
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_isowner = _buildcheck select 0;
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_isfriendly = _buildcheck select 1;
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if (!_isowner && !_isfriendly) then {
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_limit = round(_limit*2);
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};
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};
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_nameVehicle = getText(configFile >> "CfgVehicles" >> _objType >> "displayName");
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format[localize "str_epoch_player_162",_nameVehicle] call dayz_rollingMessages;
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if (_isModular) then {
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//allow previous cutText to show, then show this if modular.
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localize "STR_EPOCH_ACTIONS_21" call dayz_rollingMessages;
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};
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// Alert zombies once.
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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_brokenTool = false;
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// Start de-construction loop
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_counter = 0;
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while {_isOk} do {
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// if object no longer exits this should return true.
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if(isNull(_obj)) exitWith {
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_isOk = false;
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_proceed = false;
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};
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
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player playActionNow "Medic";
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_dis=20;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started && !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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_sfx = "repair";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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uiSleep 0.1;
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};
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if(!_finished) exitWith {
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_isOk = false;
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_proceed = false;
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};
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if(_finished) then {
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_counter = _counter + 1;
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// 10% chance to break a required tool each pass
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if((_isDestructable || _isRemovable) && !_isOwnerOfObj) then {
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if (dayz_toolBreaking && {[0.04] call fn_chance}) then {_brokenTool = true;};
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};
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};
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if(_brokenTool) exitWith {
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_isOk = false;
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_proceed = false;
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};
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format[localize "str_epoch_player_163",_nameVehicle,_counter,_limit] call dayz_rollingMessages;
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if(_counter == _limit) exitWith {
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_isOk = false;
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_proceed = true;
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};
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};
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if(_brokenTool) then {
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if(_isWreck) then {
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_removeTool = "ItemToolbox";
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} else {
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_removeTool = ["ItemCrowbar","ItemToolbox"] call BIS_fnc_selectRandom;
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};
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if(([player,_removeTool,1] call BIS_fnc_invRemove) > 0) then {
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format[localize "str_epoch_player_164",getText(configFile >> "CfgWeapons" >> _removeTool >> "displayName"),_nameVehicle] call dayz_rollingMessages;
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};
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};
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// Remove only if player waited
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if (_proceed) then {
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// Double check that object is not null
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if(!isNull(_obj)) then {
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_ipos = getPosATL _obj;
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deleteVehicle _obj;
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if(!_isWreck) then {
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_activatingPlayer = player;
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PVDZ_obj_Destroy = [_objectID,_objectUID, _activatingPlayer];
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publicVariableServer "PVDZ_obj_Destroy";
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};
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format[localize "str_epoch_player_165",_nameVehicle] call dayz_rollingMessages;
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_preventRefund = false;
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_selectedRemoveOutput = [];
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if(_isWreck) then {
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// Find one random part to give back
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_refundpart = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"] call BIS_fnc_selectRandom;
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_selectedRemoveOutput set [count _selectedRemoveOutput,[_refundpart,1]];
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} else {
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if(_isWreckBuilding) then {
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
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} else {
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
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_preventRefund = (_objectID == "0" && _objectUID == "0");
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};
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};
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if ((count _selectedRemoveOutput) <= 0) then {
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localize "str_epoch_player_90" call dayz_rollingMessages;
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};
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if (_ipos select 2 < 0) then {
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_ipos set [2,0];
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};
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_radius = 1;
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if (_isMine) then {
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if((random 10) <= 4) then {
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_gems = [];
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_weights = [];
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{
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_gems set [(count _gems), (_x select 0)];
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_weights set [(count _weights), (_x select 1)];
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} count DZE_GemOccurance;
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diag_log [_gems, _weights];
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_gemSelected = [_gems, _weights] call BIS_fnc_selectRandomWeighted;
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diag_log _gemSelected;
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_selectedRemoveOutput set [(count _selectedRemoveOutput),[_gemSelected,1]];
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};
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};
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// give refund items
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if((count _selectedRemoveOutput) > 0 && !_preventRefund) then {
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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if (typeName _countOut == "ARRAY") then {
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_countOut = round((random (_countOut select 1)) + (_countOut select 0));
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};
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_item addMagazineCargoGlobal [_itemOut,_countOut];
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} count _selectedRemoveOutput;
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_item setposATL _iPos;
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player reveal _item;
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player action ["Gear", _item];
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};
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} else {
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localize "str_epoch_player_91" call dayz_rollingMessages;
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};
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} else {
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r_interrupt = false;
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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};
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DZE_ActionInProgress = false;
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s_player_deleteBuild = -1;
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_obj |