mirror of
https://github.com/EpochModTeam/Epoch.git
synced 2024-08-30 18:22:13 +00:00
180 lines
5.8 KiB
Plaintext
180 lines
5.8 KiB
Plaintext
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_prevEquippedItem = [];
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_damagePlayer = damage player;
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_panic = false;
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_prevEnergy = EPOCH_playerEnergy;
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// init config data
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_sapperRndChance = ["CfgEpochClient", "sapperRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
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EPOCH_droneRndChance = ["CfgEpochClient", "droneRngChance", 100] call EPOCH_fnc_returnConfigEntryV2;
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_baseHTLoss = ["CfgEpochClient", "baseHTLoss", 8] call EPOCH_fnc_returnConfigEntryV2;
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_energyCostNV = ["CfgEpochClient", "energyCostNV", 3] call EPOCH_fnc_returnConfigEntryV2;
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_energyRegenMax = ["CfgEpochClient", "energyRegenMax", 5] call EPOCH_fnc_returnConfigEntryV2;
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_energyRange = ["CfgEpochClient", "energyRange", 75] call EPOCH_fnc_returnConfigEntryV2;
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EPOCH_chargeRate = 0;
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// default data if mismatch
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if (count EPOCH_playerSpawnArray != count EPOCH_spawnIndex) then{
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{ EPOCH_playerSpawnArray pushBack 0 } forEach EPOCH_spawnIndex;
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};
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9990 cutRsc ["EpochGameUI","PLAIN",2,false];
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_display = uiNamespace getVariable "EPOCH_EpochGameUI";
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_thirst = _display displayCtrl 21201;
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_hunger = _display displayCtrl 21202;
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_broken = _display displayCtrl 21203;
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_oxygen = _display displayCtrl 21204;
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_hazzard = _display displayCtrl 21205;
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_emergency = _display displayCtrl 21206;
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{
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_x ctrlShow false;
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}forEach[_thirst,_hunger,_broken,_oxygen,_hazzard,_emergency];
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// find radio
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{
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if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) == "ItemRadio") exitWith{
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EPOCH_equippedItem_PVS = [_x, true, player];
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};
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} forEach assignedItems player;
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// lootBubble Init
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_loots = ["CfgEpochClient", "lootClasses", EPOCH_lootClasses] call EPOCH_fnc_returnConfigEntryV2;
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_lootClasses = ('CfgBuildingLootPos' call EPOCH_returnConfig) call Bis_fnc_getCfgSubClasses;
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_lootClasses = _lootClasses - ["Default"];
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_lootBubble = {
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private["_pos", "_others", "_objects", "_nearObjects", "_building", "_travelDir", "_lootDist", "_xPos", "_yPos", "_lootLoc", "_playerPos", "_distanceTraveled", "_class", "_dir", "_color", "_colors", "_item", "_randomColor", "_positions", "_lootBiasPos", "_lootType", "_config"];
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_playerPos = getPosATL vehicle player;
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_distanceTraveled = EPOCH_lastPlayerPos distance _playerPos;
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if (_distanceTraveled > 10 && _distanceTraveled < 200) then {
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_travelDir = [EPOCH_lastPlayerPos, _playerPos] call BIS_fnc_dirTo;
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_lootDist = 30 + _distanceTraveled;
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_xPos = (_playerPos select 0) + (_lootDist * sin(_travelDir));
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_yPos = (_playerPos select 1) + (_lootDist * cos(_travelDir));
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_lootLoc = [_xPos, _yPos, 0];
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_objects = nearestObjects[_lootLoc, _lootClasses, 30];
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_config = 'CfgEpochClient' call EPOCH_returnConfig;
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_buildingJammerRange = getNumber(_config >> "buildingJammerRange");
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if (_buildingJammerRange == 0) then { _buildingJammerRange = 75; };
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_jammer = nearestObjects [_lootLoc, ["PlotPole_EPOCH"], _buildingJammerRange];
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if (!(_objects isEqualTo[]) && (_jammer isEqualTo[])) then {
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_building = _objects select(floor(random(count _objects)));
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if !(_building in EPOCH_LootedBlds) then {
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_pos = getPosATL _building;
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_others = _building nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 15];
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if (_others isEqualTo[]) then {
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_nearObjects = nearestObjects[_pos, ["WH_Loot", "Animated_Loot"], 35];
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if (_nearObjects isEqualTo[]) then {
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_config = ('CfgBuildingLootPos' call EPOCH_returnConfig) >> (typeOf _building);
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if (isClass(_config)) then {
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_lootBiasPos = getNumber(_config >> "lootBiasPos");
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_lootType = getText(_config >> "lootType");
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EPOCH_LootedBlds pushBack _building;
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if (count EPOCH_LootedBlds >= 20) then {
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EPOCH_LootedBlds deleteAt 0;
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};
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{
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_positions = [] + getArray(_config >> (_x select 0));
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if !(_positions isEqualTo[]) then {
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_class = _x select 1;
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_randomColor = _x select 2;
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{
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if ((random 100) < _lootBiasPos) then {
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_pos = _building modelToWorld(_x select 0);
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if (nearestObjects[_pos, ["WH_Loot", "Animated_Loot"], 2] isEqualTo[]) then {
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if ((typeName _class) == "ARRAY") then {
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_class = _class select(floor(random(count _class)));
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};
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_dir = (_x select 1) + (getDir _building);
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if (_dir > 360) then {
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_dir = _dir - 360;
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};
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// Temp for now till we get more
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if (_lootType == "mil" && _class == "Bed_EPOCH") then {
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_class = "Bunk_EPOCH";
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};
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_item = createVehicle[_class, _pos, [], 0.0, "CAN_COLLIDE"];
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_item setDir _dir;
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// force item to ground level is resulting z pos is below ground.
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if (_pos select 2 < 0) then {
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_pos set[2, 0];
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};
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if (surfaceIsWater _pos) then {
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_item setPosASL _pos;
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} else {
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_item setPosATL _pos;
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};
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if (typeName _randomColor isEqualTo "STRING") then {
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_randomColor = _randomColor isEqualTo "true";
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};
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if (_randomColor) then {
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_colors = [] + getArray(configFile >> "CfgVehicles" >> _class >> "availableTextures");
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if !(_colors isEqualTo[]) then {
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_color = _colors select floor(random(count _colors));
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_item setObjectTextureGlobal[0, _color];
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};
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};
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};
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};
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}forEach _positions;
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};
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}forEach _loots;
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};
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};
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};
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};
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};
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};
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EPOCH_lastPlayerPos = _playerPos;
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};
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// [control,bool] call _fadeUI;
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_fadeUI = {
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private ["_ctrl"];
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_ctrl = _this select 0;
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if (_this select 1) then {
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if (ctrlFade _ctrl == 0) then {
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_ctrl ctrlSetFade 1;
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_ctrl ctrlCommit 0.5;
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};
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if (ctrlFade _ctrl == 1) then {
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_ctrl ctrlSetFade 0;
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_ctrl ctrlCommit 0.5;
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};
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} else {
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if (ctrlFade _ctrl != 1) then {
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_ctrl ctrlSetFade 0;
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_ctrl ctrlCommit 0;
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};
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};
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};
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_cursorTarget = objNull;
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