Files
DayZ-Epoch/SQF/dayz_code/actions/trade_any_bicycle_old.sqf
icomrade f03f2454c9 Update for A2 1.64 GetHit
Replaced vehicle sethit/setvariable method with sethit/gethit and removed setvariable "Hit_" commands for vehicles (hit_partname can now probably be added to the setvariable filters list).

Modified object_getHit.sqf return to now provide the selection name in order to reduce redundant config lookups. Returns '[Damage, Part Name]', instead of just 'Damage'

Modified vehicle_GetHitpoints.sqf to remove incorrect hipoints from returning. Previously this script would return all hitpoints from any vehicle the current vehicle config inherited from, even if the hitpoint didn't exist in the calling vehicle. this posed a problem since getHit on an invalid part name returns Nil
2018-01-21 17:26:35 -05:00

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private ["_sign","_location","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
dayz_actionInProgress = true;
// [part_out,part_in, qty_out, qty_in, loc];
_activatingPlayer = player;
_part_out = (_this select 3) select 0;
_part_in = (_this select 3) select 1;
_qty_out = (_this select 3) select 2;
_qty_in = (_this select 3) select 3;
_buy_o_sell = (_this select 3) select 4;
_textPartIn = (_this select 3) select 5;
_textPartOut = (_this select 3) select 6;
_traderID = (_this select 3) select 7;
_bos = 0;
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], Z_VehicleDistance];
_qty = count _obj;
_bos = 1;
};
if (_qty >= _qty_in) then {
localize "str_epoch_player_105" call dayz_rollingMessages;
player playActionNow "Medic";
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;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
localize "str_epoch_player_106" call dayz_rollingMessages;
};
if (_finished) then {
// Double check for items
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], Z_VehicleDistance];
_qty = count _obj;
};
if (_qty >= _qty_in) then {
//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
if (isNil "_obj") then { _obj = "Unknown Vehicle" };
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_obj,inTraderCity];
publicVariableServer "PVDZE_obj_Trade";
//diag_log format["DEBUG Starting to wait for answer: %1", PVDZE_obj_Trade];
waitUntil {!isNil "dayzTradeResult"};
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
if(dayzTradeResult == "PASS") then {
if(_buy_o_sell == "buy") then {
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if(_removed == _qty_in) then {
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = getPosATL (_helipad select 0);
} else {
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal [0,0,0];
_sign setPos _location;
_location = [_sign] call FNC_GetPos;
[_part_out,_sign] call fn_waitForObject;
PVDZE_veh_Publish2 = [[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer,dayz_authKey];
publicVariableServer "PVDZE_veh_Publish2";
format[localize "str_epoch_player_180",_qty_in,_textPartIn,_textPartOut] call dayz_rollingMessages;
};
} else {
_obj = _obj select 0;
//check to make sure vehicle has no more than 75% average tire damage
_hitpoints = _obj call vehicle_getHitpoints;
_okToSell = true;
// count parts
_tires = 0;
// total damage
_tireDmg = 0;
{
if(["Wheel",_x,false] call fnc_inString) then {
_damage = [_obj,_x] call object_getHit;
_tireDmg = _tireDmg + (_damage select 0);
_tires = _tires + 1;
};
} count _hitpoints;
// find average tire damage
if(_tireDmg > 0 && _tires > 0) then {
if((_tireDmg / _tires) > 0.75) then {
_okToSell = false;
};
};
if(local _obj) then {
if(_okToSell) then {
if(!isNull _obj && alive _obj) then {
for "_x" from 1 to _qty_out do {
player addMagazine _part_out;
};
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer,_obj,dayz_authKey];
publicVariableServer "PVDZ_obj_Destroy";
//deleteVehicle _obj;
format[localize "str_epoch_player_181",_qty_in,_textPartIn,_qty_out,_textPartOut] call dayz_rollingMessages;
};
} else {
format[localize "str_epoch_player_182",_textPartIn] call dayz_rollingMessages;
};
} else {
localize "str_epoch_player_245" call dayz_rollingMessages;
};
};
{player removeAction _x} count s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
} else {
format[localize "str_epoch_player_183",_textPartOut] call dayz_rollingMessages;
};
dayzTradeResult = nil;
};
};
} else {
_needed = _qty_in - _qty;
if(_buy_o_sell == "buy") then {
format[localize "str_epoch_player_184",_needed,_textPartIn] call dayz_rollingMessages;
} else {
format[localize "str_epoch_player_185",_textPartIn] call dayz_rollingMessages;
};
};
dayz_actionInProgress = false;