Files
DayZ-Epoch/SQF/dayz_code/actions/trade_backpacks_old.sqf
ebaydayz fd2eb14c5e Give inTraderCity a default value
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.
2016-07-29 15:48:51 -04:00

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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"];
// [part_out,part_in, qty_out, qty_in,];
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 {
_bos = 1;
_qty = 0;
_bag = unitBackpack player;
_class = typeOf _bag;
if(_class == _part_in) then {
_qty = 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";
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 we still have parts
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_qty = 0;
_bag = unitBackpack player;
_class = typeOf _bag;
if(_class == _part_in) then {
_qty = 1;
};
};
if (_qty >= _qty_in) then {
if (isNil "_bag") then { _bag = "Unknown Backpack" };
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_bag,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 {
_num_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if(_num_removed == _qty_in) then {
removeBackpack player;
player addBackpack _part_out;
};
} else {
// Sell
if((typeOf (unitBackpack player)) == _part_in) then {
removeBackpack player;
for "_x" from 1 to _qty_out do {
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;