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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.
135 lines
3.5 KiB
Plaintext
135 lines
3.5 KiB
Plaintext
private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_bos","_bag","_class","_started","_finished","_animState","_isMedic","_num_removed","_needed","_activatingPlayer","_buy_o_sell","_textPartIn","_textPartOut","_traderID"];
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// [part_out,part_in, qty_out, qty_in,];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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_activatingPlayer = player;
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//diag_log format["DEBUG BACKPACK: %1", _this];
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_part_out = (_this select 3) select 0;
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_part_in = (_this select 3) select 1;
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_qty_out = (_this select 3) select 2;
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_qty_in = (_this select 3) select 3;
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_buy_o_sell = (_this select 3) select 4;
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_textPartIn = (_this select 3) select 5;
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_textPartOut = (_this select 3) select 6;
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_traderID = (_this select 3) select 7;
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_bos = 0;
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if(_buy_o_sell == "sell") then {
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_bos = 1;
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};
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localize "str_epoch_player_105" call dayz_rollingMessages;
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// force animation
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player playActionNow "Medic";
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["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started && !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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uiSleep 0.1;
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};
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r_doLoop = false;
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if (!_finished) exitWith {
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r_interrupt = false;
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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DZE_ActionInProgress = false;
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localize "str_epoch_player_106" call dayz_rollingMessages;
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};
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if (_finished) then {
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_canAfford = false;
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_qty = 0;
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if(_bos == 1) then {
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//sell
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_bag = unitBackpack player;
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_class = typeOf _bag;
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if(_class == _part_in) then {
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_qty = 1;
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};
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if (_qty >= _qty_in) then {
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if((typeOf (unitBackpack player)) == _part_in) then {
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removeBackpack player;
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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};
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};
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} else {
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//buy
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_trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
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_total_currency = call epoch_totalCurrency;
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_return_change = _total_currency - _trade_total;
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if (_return_change >= 0) then {
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_canAfford = true;
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};
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};
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if (_canAfford) then {
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if (isNil "_bag") then { _bag = "Unknown Backpack" };
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if(_bos == 1) then {
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// Selling
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
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} else {
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// Buying
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
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};
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publicVariableServer "PVDZE_obj_Trade";
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if(_bos == 0) then {
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waitUntil {!isNil "dayzTradeResult"};
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//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if(dayzTradeResult == "PASS") then {
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_done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
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if (_done) then {
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removeBackpack player;
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player addBackpack _part_out;
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format[localize "str_epoch_player_186",_qty_in,_textPartIn,_qty_out,_textPartOut] call dayz_rollingMessages;
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};
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} else {
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format[localize "str_epoch_player_183",_textPartOut] call dayz_rollingMessages;
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};
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} else {
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format[localize "str_epoch_player_186",_qty_in,_textPartIn,_qty_out,_textPartOut] call dayz_rollingMessages;
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};
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dayzTradeResult = nil;
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} else {
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_needed = _qty_in - _qty;
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format[localize "str_epoch_player_184",_needed,_textPartIn] call dayz_rollingMessages;
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};
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};
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DZE_ActionInProgress = false; |