mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
There is no point in setting inTraderCity = "Any"; since you can use the isInTraderCity variable to check if a player is in any trader city. Also "Any" will return false for isNil, so the only time "Unknown Trader City" was being used was when the player had not entered any city yet. If they left a known trader and went to an unknown one the RPT message would say "bought x at Any". Now it will correctly say "Unknown Trader" anytime a purchase is made without inTraderCity being set.
123 lines
3.3 KiB
Plaintext
123 lines
3.3 KiB
Plaintext
private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_traderID","_bos","_needed","_activatingPlayer","_textPartIn","_textPartOut","_started","_finished","_animState","_isMedic","_removed"];
|
|
// [part_out,part_in, qty_out, qty_in,"buy"];
|
|
|
|
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
|
|
DZE_ActionInProgress = true;
|
|
|
|
_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 {
|
|
_qty = {_x == _part_in} count weapons player;
|
|
_bos = 1;
|
|
};
|
|
|
|
if (_qty >= _qty_in) then {
|
|
|
|
localize "str_epoch_player_105" call dayz_rollingMessages;
|
|
|
|
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
|
|
// force animation
|
|
player playActionNow "Medic";
|
|
|
|
//_dis=20;
|
|
//_sfx = "repair";
|
|
//[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
|
|
//[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
|
|
|
|
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 all parts
|
|
if(_buy_o_sell == "buy") then {
|
|
_qty = {_x == _part_in} count magazines player;
|
|
} else {
|
|
_qty = {_x == _part_in} count weapons player;
|
|
};
|
|
|
|
if (_qty >= _qty_in) then {
|
|
|
|
if (isNil "_part_out") then { _part_out = "Unknown Weapon/Magazine" };
|
|
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity];
|
|
publicVariableServer "PVDZE_obj_Trade";
|
|
|
|
waitUntil {!isNil "dayzTradeResult"};
|
|
|
|
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
|
|
|
|
if(dayzTradeResult == "PASS") then {
|
|
|
|
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
|
|
|
|
if(_removed == _qty_in) then {
|
|
for "_x" from 1 to _qty_out do {
|
|
if(_buy_o_sell == "buy") then {
|
|
player addWeapon _part_out;
|
|
} else {
|
|
player addMagazine _part_out;
|
|
};
|
|
};
|
|
format[localize "str_epoch_player_186",_qty_in,_textPartIn,_qty_out,_textPartOut] 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;
|
|
format[localize "str_epoch_player_184",_needed,_textPartIn] call dayz_rollingMessages;
|
|
};
|
|
|
|
DZE_ActionInProgress = false; |