Files
DayZ-Epoch/SQF/dayz_code/actions/tow_DetachStraps.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 ["_vehicle","_started","_finished","_animState","_isMedic","_configVeh","_nameText","_towTruck","_inTow"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_96" call dayz_rollingMessages;};
dayz_actionInProgress = true;
player removeAction s_player_towing;
s_player_towing = 1;
// Tow Truck
_towTruck = _this select 3;
// exit if no vehicle is in tow.
_inTow = _towTruck getVariable ["DZEinTow", false];
if(_inTow) then {
// select vehicl in tow
_vehicle = _towTruck getVariable ["DZEvehicleInTow", objNull];
if(!(isNull _towTruck)) then {
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_nameText = getText(_configVeh >> "displayName");
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_finished = false;
["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
// force animation
player playActionNow "Medic";
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = 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;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
if (_finished) then {
detach _vehicle;
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
format[localize "str_epoch_player_178",_nameText] call dayz_rollingMessages;
_vehicle setvelocity [0,0,1];
};
} else {
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
};
} else {
localize "str_epoch_player_102" call dayz_rollingMessages;
};
dayz_actionInProgress = false;
s_player_towing = -1;