if !(EPOCH_arr_interactedObjs isEqualTo[]) then { [EPOCH_arr_interactedObjs] remoteExec["EPOCH_server_save_vehicles", 2]; EPOCH_arr_interactedObjs = []; }; if (damage player != _damagePlayer) then { if (alive player) then { _forceUpdate = true; _damagePlayer = damage player; }; }; // calculate total available power // 1. number of power production devices within range 75m // find share of power based on factors // 1. number of players // 2. Other sources of drain (Lights) _energyValue = EPOCH_chargeRate min _energyRegenMax; _vehicle = vehicle player; if (_vehicle != player && isEngineOn _vehicle) then { _energyValue = _energyValue + 5; }; if (currentVisionMode player == 1) then { //NV enabled _energyValue = _energyValue - _energyCostNV; if (EPOCH_playerEnergy == 0) then { player action["nvGogglesOff", player]; ["Night Vision Goggles: Need Energy", 5] call Epoch_message; }; }; // Sets visual effect if (EPOCH_playerAlcohol > 20) then { _drunkVal = linearConversion [0,100,EPOCH_playerAlcohol,0.1,1,true]; [_drunkVal, 2] call epoch_setDrunk; } else { [0, 2] call epoch_setDrunk; }; // Sets visual effect if (_playerRadiation > 1) then { _radiationVal = linearConversion [0,100,_playerRadiation,0.1,1,true]; [_radiationVal, 2] call epoch_setRadiation; // if player has geiger counter make sound based on rads level if ('ItemGeigerCounter_EPOCH' in assignedItems player) then { _level = round(linearConversion [0,100,_radsLevel,0,3,true]); _sound = format ["geiger_%1",_level]; playSound _sound; }; } else { [0, 2] call epoch_setRadiation; }; EPOCH_playerEnergy = ((EPOCH_playerEnergy + _energyValue) min EPOCH_playerEnergyMax) max 0; if !(EPOCH_playerEnergy isEqualTo _prevEnergy) then { 9993 cutRsc["EpochGameUI3", "PLAIN", 0, false]; _display3 = uiNamespace getVariable "EPOCH_EpochGameUI3"; _energyDiff = round(EPOCH_playerEnergy - _prevEnergy); _diffText = if (_energyDiff > 0) then {format["+%1",_energyDiff]} else {format["%1",_energyDiff]}; (_display3 displayCtrl 21210) ctrlSetText format["%1/%2 %3", round(EPOCH_playerEnergy), EPOCH_playerEnergyMax, _diffText]; _prevEnergy = EPOCH_playerEnergy; }; if (EPOCH_playerEnergy == 0) then { if (EPOCH_buildMode > 0) then { EPOCH_buildMode = 0; EPOCH_snapDirection = 0; ["Build Mode Disabled: Need Energy", 5] call Epoch_message; EPOCH_Target = objNull; EPOCH_Z_OFFSET = 0; EPOCH_X_OFFSET = 0; EPOCH_Y_OFFSET = 5; }; }; _attackers = player nearEntities[["Snake_random_EPOCH", "GreatWhite_F", "Epoch_Cloak_F"], 30]; if !(_attackers isEqualTo[]) then { (_attackers select 0) call EPOCH_client_bitePlayer; _panic = true; } else { _toxicObjs = player nearobjects["SmokeShellCustom", 6]; if!(_toxicObjs IsEqualTo[]) then { (_toxicObjs select 0) call EPOCH_client_bitePlayer; _panic = true; } else { _panic = false; }; }; // weather stats _airTemp = EPOCH_CURRENT_WEATHER; _waterTemp = EPOCH_CURRENT_WEATHER/2; _warming = true; _wet = false; _maxTemp = 98.6; // normal body temp _increaseWet = 0; _wetsuit = (getText(configfile >> "cfgweapons" >> uniform player >> "itemInfo" >> "uniformType") == "Neopren"); if (_isOnFoot) then { if (EPOCH_playerIsSwimming) then { // do nothing if player is wearing a wetsuit if (!_wetsuit) then { if (_waterTemp <= 50) then { _warming = false; }; _wet = true; _increaseWet = 10; }; } else { if (EPOCH_playerWet > 50 && _airTemp <= 32) then { _isNearFire = {inflamed _x} count (nearestObjects [player, ["ALL"], 3]); if (!(call EPOCH_fnc_isInsideBuilding) && _isNearFire == 0) then { _warming = false; }; }; if (rain >= 0.25) then { if (!_wetsuit) then { _isNearFire = { inflamed _x } count(nearestObjects[player, ["ALL"], 3]); if (!(call EPOCH_fnc_isInsideBuilding) && _isNearFire == 0) then { _wet = true; _increaseWet = rain * 10; }; }; }; }; }; // allow player to over heat if air temp is high and player is Fatigued if ((getFatigue player) >= 0.7 && _airTemp > 100) then { _maxTemp = _airTemp; }; // toxic fever and immunity increase if (EPOCH_playerToxicity > 0) then { EPOCH_playerImmunity = (EPOCH_playerImmunity + 0.1) min 100; EPOCH_playerToxicity = (EPOCH_playerToxicity - 0.1) max 0; _maxTemp = 106.7 + 10; }; if (_warming) then { EPOCH_playerTemp = (EPOCH_playerTemp + 0.01) min _maxTemp; } else { EPOCH_playerTemp = (EPOCH_playerTemp - 0.01) max (95.0 - 10); }; // wet/dry if (_wet) then { EPOCH_playerWet = (EPOCH_playerWet + _increaseWet) min 100; if (EPOCH_playerWet > 50) then { EPOCH_playerSoiled = (EPOCH_playerSoiled - 1) max 0; }; } else { if (_warming) then { EPOCH_playerWet = (EPOCH_playerWet - 1) max 0; }; }; // Hunger / Thirst _hungerlossRate = _baseHungerLoss * timeMultiplier; _thirstlossRate = _baseThirstLoss * timeMultiplier; // Increase hunger if player is Fatigued if (EPOCH_playerStamina < 100) then { if ((getFatigue player) > 0) then { _hungerlossRate = _hungerlossRate + (_hungerlossRate*(getFatigue player)); }; } else { // reduce hunger loss if player stamina is greater than 100 _hungerlossRate = (_hungerlossRate / 2); }; EPOCH_playerHunger = (EPOCH_playerHunger - _hungerlossRate) max 0; EPOCH_playerThirst = (EPOCH_playerThirst - _thirstlossRate) max 0; call _lootBubble; EPOCH_playerStaminaMax = (100 * (round(_playerAliveTime/360)/10)) min 2500; // downtick Nuisance (_customVarLimits select (_customVarNames find "Nuisance")) params [["_playerLimitMax",100],["_playerLimitMin",0]]; EPOCH_playerNuisance = ((EPOCH_playerNuisance - 1) min _playerLimitMax) max _playerLimitMin;