mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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This avoids triggering PV value restrictions when the player has keywords or special characters in their name.
66 lines
3.3 KiB
Plaintext
66 lines
3.3 KiB
Plaintext
private ["_item","_config","_onLadder","_hastoolweapon","_onBack","_text","_create","_config2","_melee2tb","_isOk"];
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disableSerialization;
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_item = _this;
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_config = configFile >> "cfgWeapons" >> _item;
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_onBack = dayz_onBack in MeleeWeapons;
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_39") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"]};
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_hastoolweapon = _item in weapons player;
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_text = getText (_config >> "displayName");
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if (!_hastoolweapon and !_onBack) exitWith {DZE_ActionInProgress = false; cutText [format [localize "str_player_30",_text] , "PLAIN DOWN"]};
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call gear_ui_init;
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//Add new item
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_create = getArray (_config >> "ItemActions" >> "Toolbelt" >> "output") select 0;
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_config2 = configFile >> "cfgWeapons" >> _create;
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//removing current melee weapon if new melee selected
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_melee2tb = "";
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if ((_item in ["MeleeHatchet_DZE","MeleeCrowbar","MeleeMachete","MeleeFishingPole","MeleeSledge"]) || _item == DayZ_onBack) then {
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if (!carryClick) then {
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//free primary slot for new melee (remember item to add after)
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switch (primaryWeapon player) do {
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case "MeleeHatchet_DZE": { if (!("ItemHatchet_DZE" in weapons player)) then { player removeWeapon "MeleeHatchet_DZE"; _melee2tb = "ItemHatchet_DZE"; }; };
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case "MeleeCrowbar": { if (!("ItemCrowbar" in weapons player)) then { player removeWeapon "MeleeCrowbar"; _melee2tb = "ItemCrowbar"; }; };
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case "MeleeMachete": { if (!("ItemMachete" in weapons player)) then { player removeWeapon "MeleeMachete"; _melee2tb = "ItemMachete"; }; };
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case "MeleeFishingPole": {player removeWeapon "MeleeFishingPole"; _melee2tb = "ItemFishingPole";};
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case "MeleeSledge": {player removeWeapon "MeleeSledge"; _melee2tb = "ItemSledge";};
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};
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} else {
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if (DayZ_onBack != "" || _item == DayZ_onBack) then {
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switch DayZ_onBack do {
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case "MeleeHatchet_DZE": { if (!("ItemHatchet_DZE" in weapons player)) then { dayz_onBack = ""; _melee2tb = "ItemHatchet_DZE"; }; };
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case "MeleeCrowbar": { if (!("ItemCrowbar" in weapons player)) then { dayz_onBack = ""; _melee2tb = "ItemCrowbar"; }; };
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case "MeleeMachete": { if (!("ItemMachete" in weapons player)) then { dayz_onBack = ""; _melee2tb = "ItemMachete"; }; };
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case "MeleeFishingPole": {dayz_onBack = ""; _melee2tb = "ItemFishingPole";};
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case "MeleeSledge": {dayz_onBack = ""; _melee2tb = "ItemSledge";};
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};
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carryClick = false;
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((findDisplay 106) displayCtrl 1209) ctrlSetText "";
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};
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};
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};
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//Remove melee magazines (BIS_fnc_invAdd fix) (add new melee ammo to array if needed)
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{player removeMagazines _x} forEach ["Hatchet_Swing","Sledge_Swing","Crowbar_Swing","Machete_Swing","Fishing_Swing"];
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_isOk = [player,_config2] call BIS_fnc_invAdd;
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if (_isOk) then {
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player removeWeapon _item;
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//adding old melee converted to Item on place of removed _item
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if (_melee2tb != "") then {
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//we know there is place to add item but to prevent BE spam using _config2
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_config2 = _melee2tb;
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_isOk = [player,_config2] call BIS_fnc_invAdd;
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};
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} else {
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closeDialog 0;
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cutText [localize "str_player_24", "PLAIN DOWN"];
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};
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DZE_ActionInProgress = false;
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