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DayZ-Epoch/SQF/dayz_code/actions/gather_zparts.sqf
ebaydayz c2b16f0828 Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose.

It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.

I will make this change in vanilla too.
2016-08-25 15:38:27 -04:00

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private ["_item","_type","_hasHarvested","_config","_knifeArray","_playerNear","_isListed","_activeKnife","_text","_sharpnessRemaining","_qty","_chance","_string"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_31" call dayz_rollingMessages;};
dayz_actionInProgress = true;
_item = _this select 3;
_type = typeOf _item;
_hasHarvested = _item getVariable ["meatHarvested",false];
//_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
_knifeArray = [];
player removeAction s_player_butcher;
s_player_butcher = -1;
_playerNear = {isPlayer _x} count ((getPosATL _item) nearEntities ["CAManBase", 10]) > 1;
if (_playerNear) exitWith {localize "str_pickup_limit_5" call dayz_rollingMessages; dayz_actionInProgress = false;};
//Count how many active tools the player has
{
if (_x in items player) then {_knifeArray set [count _knifeArray, _x];};
} count Dayz_Gutting;
if ((count _knifeArray) < 1) exitWith {format[localize "str_missing_to_do_this",localize "STR_EQUIP_NAME_4"] call dayz_rollingMessages; dayz_actionInProgress = false; };
if ((count _knifeArray > 0) && !_hasHarvested) then {
private "_qty";
//Select random can from array
_activeKnife = _knifeArray call BIS_fnc_selectRandom;
//Get Zombie Type
//_isListed = isClass _config;
_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
player playActionNow "Medic";
[player,"gut",0,false,10] call dayz_zombieSpeak;
[player,10,true,(getPosATL player)] call player_alertZombies;
["Working",0,[20,40,15,0]] call dayz_NutritionSystem; // Added Nutrition-Factor for work
_item setVariable ["meatHarvested",true,true];
_qty = 2; //not used for gutting zombies
if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); };
if (local _item) then {
[_item,_qty] spawn local_gutObjectZ; //leave as spawn (sleeping in loops will work but can freeze the script)
} else {
PVDZE_plr_GutBodyZ = [_item,_qty];
publicVariable "PVDZE_plr_GutBodyZ";
};
if (dayz_knifeDulling) then {
_sharpnessRemaining = getText (configFile >> "cfgWeapons" >> _activeKnife >> "sharpnessRemaining");
switch _activeKnife do {
case "ItemKnife" : {
//_chance = getNumber (configFile >> "cfgWeapons" >> _activeKnife >> "chance");
if ([0.2] call fn_chance) then {
player removeWeapon _activeKnife;
player addWeapon _sharpnessRemaining;
//systemChat (localize "str_info_bluntknife");
localize "str_info_bluntknife" call dayz_rollingMessages;
};
};
case "ItemKnifeBlunt" : {
//do nothing
};
default {
player removeWeapon _activeKnife;
player addWeapon _sharpnessRemaining;
};
};
};
// Reduce humanity for gutting zeds
_humanity = player getVariable ["humanity",0];
_humanity = _humanity - 10;
player setVariable ["humanity",_humanity,true];
uiSleep 6;
_string = format[localize "str_success_gutted_zombie",_text]; //%1 has been gutted, zombie parts are now on the carcass
closeDialog 0;
uiSleep 0.02;
_string call dayz_rollingMessages;
};
dayz_actionInProgress = false;