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  1. /*
  2. FUNCTION COMPILES
  3. */
  4. //Player only
  5. if (!isDedicated) then {
  6.  
  7. "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
  8. VehicleColourPaint = compile preprocessFileLineNumbers "Paint\vehicleColourPaint.sqf";
  9. VehicleColourUpdate = compile preprocessFileLineNumbers "Paint\VehicleColourUpdate.sqf";
  10. VehicleColourUpdate2 = compile preprocessFileLineNumbers "Paint\VehicleColourUpdate2.sqf";
  11. player_paint = compile preprocessFileLineNumbers "Paint\player_paint.sqf";
  12. PlotGetFriends = compile preprocessFileLineNumbers "plotManagement\plotGetFriends.sqf";
  13. PlotNearbyHumans = compile preprocessFileLineNumbers "plotManagement\plotNearbyHumans.sqf";
  14. PlotAddFriend = compile preprocessFileLineNumbers "plotManagement\plotAddFriend.sqf";
  15. PlotRemoveFriend = compile preprocessFileLineNumbers "plotManagement\plotRemoveFriend.sqf";
  16. MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_areaSC.sqf";
  17. PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf";
  18. PlotObjects = compile preprocessFileLineNumbers "plotManagement\plotObjects.sqf";
  19. DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf";
  20. DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf";
  21. DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf";
  22. DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf";
  23. player_unlockDoor = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf";
  24. player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf";
  25. player_manageDoor = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf";
  26. player_enterCode = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf";
  27. player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf";
  28. BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
  29. player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
  30. player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
  31. fnc_usec_damageActions = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
  32. fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
  33. fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which actions for self
  34. fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
  35. player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
  36. player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
  37. player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
  38. player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
  39. player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
  40. building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
  41. building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
  42. dayz_spaceInterrupt = compile preprocessFileLineNumbers "Custom\Snap_Pro\dayz_spaceInterrupt.sqf";
  43. player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
  44. player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
  45. player_packTent = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packTent.sqf";
  46. player_packVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_packVault.sqf";
  47. player_unlockVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_unlockVault.sqf";
  48.  
  49. player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
  50. player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
  51. ah1z_pack = compile preprocessFileLineNumbers "\ca\air\Scripts\AH1Z_fold.sqf";
  52. mv22_pack = compile preprocessFileLineNumbers "\ca\air2\MV22\scripts\pack.sqf";
  53. uh1y_pack = compile preprocessFileLineNumbers "\ca\air2\UH1Y\Scripts\fold.sqf";
  54.  
  55. player_removeTankTrap = {
  56. //Object Array, Range, Error Message (@Skaronator)
  57. [["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
  58. };
  59. player_removeNet = {
  60. [["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
  61. };
  62.  
  63. player_login = {
  64. private ["_unit","_detail","_PUID"];
  65. _unit = _this select 0;
  66. _detail = _this select 1;
  67. _PUID = [player] call FNC_GetPlayerUID;
  68. if(_unit == _PUID) then {
  69. player setVariable["publish",_detail];
  70. };
  71. };
  72.  
  73.  
  74. //player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
  75. //player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
  76.  
  77. player_lockVault = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\player_lockVault.sqf";
  78. player_updateGui = compile preprocessFileLineNumbers "Custom\player_updateGui.sqf";
  79. player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
  80. player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
  81. player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
  82. player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
  83. player_wearClothes = compile preprocessFileLineNumbers "custom\player_wearClothes.sqf";
  84. player_humanityMorph = compile preprocessFileLineNumbers "custom\player_humanityMorph.sqf";
  85.  
  86. player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
  87. world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
  88. world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
  89. player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
  90. player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
  91. player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
  92. player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
  93. fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
  94. player_switchModel = compile preprocessFileLineNumbers "custom\player_switchModel.sqf"; //DZGM
  95.  
  96. //Objects
  97. object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
  98. object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
  99. object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
  100.  
  101. local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
  102.  
  103. //Zombies
  104. zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
  105. zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
  106. zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf"; //Server compile, used for loiter behaviour
  107. wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
  108. pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
  109.  
  110. dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
  111.  
  112. //actions
  113. player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
  114. player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
  115. player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
  116. player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
  117. player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
  118. player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
  119. player_tentPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\tent_pitch.sqf";
  120. player_vaultPitch = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\vault_pitch.sqf";
  121. player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
  122. player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
  123. player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
  124. player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
  125. player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
  126. player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
  127. player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
  128.  
  129. if (DZE_modularBuild) then {
  130. fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "Custom\BuildVectors\fnc_SetPitchBankYaw.sqf";
  131. DZE_build_vector_file = "Custom\BuildVectors\build_vectors.sqf";
  132. build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file;
  133. player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\modular_build.sqf";
  134. player_build_countNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_countNearby.sqf";
  135. player_build_states = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_states.sqf";
  136. player_build_needNearby = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_needNearby.sqf";
  137. player_build_getConfig = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_getConfig.sqf";
  138. player_build_plotCheck = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_plotCheck.sqf";
  139. player_build_buildReq = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_buildReq.sqf";
  140. player_build_create = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_create.sqf";
  141. player_build_controls = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_controls.sqf";
  142. player_build_publish = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build_publish.sqf";
  143. DZE_snap_build_file = "Custom\Snap_Pro\snap_build.sqf"; // Set as a global variable as it is also referenced in snapbuild.sqf
  144. snap_build = compile preprocessFileLineNumbers DZE_snap_build_file;
  145. } else {
  146. player_build = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\player_build.sqf";
  147. };
  148.  
  149. FNC_check_owner = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Compile\fn_check_owner.sqf";
  150.  
  151. player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
  152. object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
  153. player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
  154. player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
  155. player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
  156. player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
  157.  
  158. player_plotPreview = compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\Action\object_showPlotRadius.sqf";
  159. player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
  160.  
  161. //ui
  162. player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
  163. player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
  164. player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
  165. ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
  166. ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
  167.  
  168. //System
  169. player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
  170. player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
  171. player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
  172. onPreloadStarted "dayz_preloadFinished = false;";
  173. onPreloadFinished "dayz_preloadFinished = true;";
  174.  
  175. // helper functions
  176. player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
  177. player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
  178. player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
  179. //Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
  180. player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
  181.  
  182. // combination of check && remove items
  183. player_checkAndRemoveItems = {
  184. private ["_items","_b"];
  185. _items = _this;
  186. _b = _items call player_checkItems;
  187. if (_b) then {
  188. _b = _items call player_removeItems;
  189. };
  190. _b
  191. };
  192.  
  193. dayz_HungerThirst = {
  194. dayz_hunger = dayz_hunger + (_this select 0);
  195. dayz_thirst = dayz_thirst + (_this select 1);
  196. };
  197.  
  198. epoch_totalCurrency = {
  199. // total currency
  200. _total_currency = 0;
  201. {
  202. _part = (configFile >> "CfgMagazines" >> _x);
  203. _worth = (_part >> "worth");
  204. if isNumber (_worth) then {
  205. _total_currency = _total_currency + getNumber(_worth);
  206. };
  207. } count (magazines player);
  208. _total_currency
  209. };
  210.  
  211. epoch_itemCost = {
  212. _trade_total = 0;
  213. {
  214. _part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);
  215. if (isClass (_part_in_configClass)) then {
  216. _part_inWorth = (_part_in_configClass >> "worth");
  217. if isNumber (_part_inWorth) then {
  218. _trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
  219. };
  220. };
  221. } count _this;
  222.  
  223. //diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
  224. _trade_total
  225. };
  226.  
  227. epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
  228. // usage [["partinclassname",4]] call epoch_returnChange;
  229.  
  230. dayz_losChance = {
  231. private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
  232. _agent = _this select 0;
  233. _dis = _this select 1;
  234. _maxDis = _this select 2;
  235. // diag_log ("VAL: " + str(_this));
  236. _val = (_maxDis - _dis) max 0;
  237. _maxExp = ((exp 2) * _maxDis);
  238. _myExp = ((exp 2) * (_val)) / _maxExp;
  239. _myExp = _myExp * 0.7;
  240. _myExp
  241. };
  242.  
  243. ui_initDisplay = {
  244. private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
  245. disableSerialization;
  246. _display = uiNamespace getVariable 'DAYZ_GUI_display';
  247. _control = _display displayCtrl 1204;
  248. _control ctrlShow false;
  249. if (!r_player_injured) then {
  250. _ctrlBleed = _display displayCtrl 1303;
  251. _ctrlBleed ctrlShow false;
  252. };
  253. if (!r_fracture_legs && !r_fracture_arms) then {
  254. _ctrlFracture = _display displayCtrl 1203;
  255. _ctrlFracture ctrlShow false;
  256. };
  257. _ctrlDogFoodBorder = _display displayCtrl 1501;
  258. _ctrlDogFoodBorder ctrlShow false;
  259. _ctrlDogFood = _display displayCtrl 1701;
  260. _ctrlDogFood ctrlShow false;
  261.  
  262. _ctrlDogWaterBorder = _display displayCtrl 1502;
  263. _ctrlDogWaterBorder ctrlShow false;
  264. _ctrlDogWater = _display displayCtrl 1702;
  265. _ctrlDogWater ctrlShow false
  266. };
  267.  
  268. dayz_losCheck = {
  269. private["_target","_agent","_cantSee"];
  270. _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
  271. _agent = _this select 1;
  272. _cantSee = true;
  273. if (!isNull _target) then {
  274.  
  275. _tPos = visiblePositionASL _target;
  276. _zPos = visiblePositionASL _agent;
  277.  
  278. _tPos set [2,(_tPos select 2)+1];
  279. _zPos set [2,(_zPos select 2)+1];
  280.  
  281. if ((count _tPos > 0) && (count _zPos > 0)) then {
  282. _cantSee = terrainIntersectASL [_tPos, _zPos];
  283. if (!_cantSee) then {
  284. _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
  285. };
  286. };
  287. };
  288. _cantSee
  289. };
  290.  
  291. dayz_equipCheck = {
  292. private ["_empty", "_needed","_diff","_success"];
  293. _config = _this;
  294. _empty = [player] call BIS_fnc_invSlotsEmpty;
  295. _needed = [_config] call BIS_fnc_invSlotType;
  296. _diff = [_empty,_needed] call BIS_fnc_vectorDiff;
  297.  
  298. _success = true;
  299. {
  300. if (_x > 0) then {_success = false};
  301. } count _diff;
  302. hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
  303. _success
  304. };
  305.  
  306. vehicle_gear_count = {
  307. private["_counter"];
  308. _counter = 0;
  309. {
  310. _counter = _counter + _x;
  311. } count _this;
  312. _counter
  313. };
  314.  
  315. player_tagFriendlyMsg = {
  316. if(player == (_this select 0)) then {
  317. cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
  318. };
  319. };
  320.  
  321. player_serverModelChange = {
  322. private["_object","_model"];
  323. _object = _this select 0;
  324. _model = _this select 1;
  325. if (_object == player) then {
  326. _model call player_switchModel;
  327. };
  328. };
  329.  
  330. player_guiControlFlash = {
  331. private["_control"];
  332. _control = _this;
  333. if (ctrlShown _control) then {
  334. _control ctrlShow false;
  335. } else {
  336. _control ctrlShow true;
  337. };
  338. };
  339.  
  340. gearDialog_create = {
  341. private ["_i","_dialog"];
  342. if (!isNull (findDisplay 106)) then {
  343. (findDisplay 106) closeDisplay 0;
  344. };
  345. openMap false;
  346. closeDialog 0;
  347. if (gear_done) then {sleep 0.001;};
  348. player action ["Gear", player];
  349. if (gear_done) then {sleep 0.001;};
  350. _dialog = findDisplay 106;
  351. _i = 0;
  352. while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
  353. _i = _i + 1;
  354. _dialog = findDisplay 106;
  355. if (gear_done) then {sleep 0.001;};
  356. if (_i in [100,200,299]) then {
  357. closeDialog 0;
  358. player action ["Gear", player];
  359. };
  360. if (_i > 300) exitWith {};
  361. };
  362. if (gear_done) then {sleep 0.001;};
  363. _dialog = findDisplay 106;
  364. if ((parseNumber(_this select 0)) != 0) then {
  365. ctrlActivate (_dialog displayCtrl 157);
  366. if (gear_done) then {
  367. waitUntil {ctrlShown (_dialog displayCtrl 159)};
  368. sleep 0.001;
  369. };
  370. };
  371. _dialog
  372. };
  373.  
  374. gear_ui_offMenu = {
  375. private["_control","_parent","_menu"];
  376. disableSerialization;
  377. _control = _this select 0;
  378. _parent = findDisplay 106;
  379. if (!(_this select 3)) then {
  380. for "_i" from 0 to 9 do {
  381. _menu = _parent displayCtrl (1600 + _i);
  382. _menu ctrlShow false;
  383. };
  384. _grpPos = ctrlPosition _control;
  385. _grpPos set [3,0];
  386. _control ctrlSetPosition _grpPos;
  387. _control ctrlShow false;
  388. _control ctrlCommit 0;
  389. };
  390. };
  391.  
  392. dze_surrender_off = {
  393. player setVariable ["DZE_Surrendered", false, true];
  394. DZE_Surrender = false;
  395. };
  396.  
  397. gear_ui_init = {
  398. private["_control","_parent","_menu","_dspl","_grpPos"];
  399. disableSerialization;
  400. _parent = findDisplay 106;
  401. _control = _parent displayCtrl 6902;
  402. for "_i" from 0 to 9 do {
  403. _menu = _parent displayCtrl (1600 + _i);
  404. _menu ctrlShow false;
  405. };
  406. _grpPos = ctrlPosition _control;
  407. _grpPos set [3,0];
  408. _control ctrlSetPosition _grpPos;
  409. _control ctrlShow false;
  410. _control ctrlCommit 0;
  411. };
  412.  
  413. dayz_eyeDir = {
  414. private["_vval","_vdir"];
  415. _vval = (eyeDirection _this);
  416. _vdir = (_vval select 0) atan2 (_vval select 1);
  417. if (_vdir < 0) then {_vdir = 360 + _vdir};
  418. _vdir
  419. };
  420.  
  421. DZE_getModelName = {
  422. _objInfo = toArray(str(_this));
  423. _lenInfo = count _objInfo - 1;
  424. _objName = [];
  425. _i = 0;
  426. // determine where the object name starts
  427. {
  428. if (58 == _objInfo select _i) exitWith {};
  429. _i = _i + 1;
  430. } count _objInfo;
  431. _i = _i + 2; // skip the ": " part
  432. for "_k" from _i to _lenInfo do {
  433. _objName set [(count _objName), (_objInfo select _k)];
  434. };
  435. _objName = toLower(toString(_objName));
  436. _objName
  437. };
  438.  
  439. dze_isnearest_player = {
  440. private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
  441. if(!isNull _this) then {
  442. _nearPlayers = _this nearEntities ["CAManBase", 12];
  443. _playerNear = ({isPlayer _x} count _nearPlayers) > 1;
  444. _notClosest = false;
  445. if (_playerNear) then {
  446. // check if another player is closer
  447. _playerDistance = player distance _this;
  448. {
  449. if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
  450. } count _nearPlayers;
  451. };
  452. } else {
  453. _notClosest = false;
  454. };
  455. _notClosest
  456. };
  457.  
  458. // trader menu code
  459. if (DZE_ConfigTrader) then {
  460. call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
  461. }else{
  462. call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
  463. };
  464. // recent murders menu code
  465. call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
  466. call compile preprocessFileLineNumbers "custom\player_murderMenu.sqf"; //Killmessages menu fix
  467. //This is still needed but the fsm should terminate if any errors pop up.
  468. [] spawn {
  469. private["_timeOut","_display","_control1","_control2"];
  470. disableSerialization;
  471. _timeOut = 0;
  472. dayz_loadScreenMsg = "";
  473. diag_log "DEBUG: loadscreen guard started.";
  474. _display = uiNameSpace getVariable "BIS_loadingScreen";
  475. if (!isNil "_display") then {
  476. _control1 = _display displayctrl 8400;
  477. _control2 = _display displayctrl 102;
  478. };
  479. if (!isNil "dayz_DisplayGenderSelect") then {
  480. waitUntil {!dayz_DisplayGenderSelect};
  481. };
  482.  
  483. // 120 sec timeout (12000 * 0.01)
  484. while { _timeOut < 12000 } do {
  485. if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
  486. if (!isNil "_display") then {
  487. if ( isNull _display ) then {
  488. waitUntil { !dialog; };
  489. startLoadingScreen ["","RscDisplayLoadCustom"];
  490. _display = uiNameSpace getVariable "BIS_loadingScreen";
  491. _control1 = _display displayctrl 8400;
  492. _control2 = _display displayctrl 102;
  493. };
  494.  
  495. if ( dayz_loadScreenMsg != "" ) then {
  496. _control1 ctrlSetText dayz_loadScreenMsg;
  497. dayz_loadScreenMsg = "";
  498. };
  499.  
  500. _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
  501. };
  502. _timeOut = _timeOut + 1;
  503.  
  504. if (_timeOut >= 12000) then {
  505. 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
  506. sleep 10;
  507. endLoadingScreen;
  508. endMission "END1";
  509. };
  510.  
  511. sleep 0.01;
  512. };
  513. };
  514.  
  515. dayz_meleeMagazineCheck = {
  516. private["_meleeNum","_magType"];
  517. _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
  518. _meleeNum = ({_x == _magType} count magazines player);
  519. if (_meleeNum < 1) then {
  520. player addMagazine _magType;
  521. };
  522. };
  523.  
  524. dayz_originalPlayer = player;
  525.  
  526. progressLoadingScreen 0.8;
  527. };
  528.  
  529. //Both
  530. BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
  531. BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
  532. BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
  533. BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
  534. BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
  535.  
  536. fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
  537. fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
  538.  
  539. // object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
  540. object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  541. object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  542. object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
  543. object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  544. object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
  545. object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
  546. // object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
  547. fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
  548. fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
  549. // Vehicle damage fix
  550. vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
  551. vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
  552. //fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
  553. fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
  554. fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
  555. fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
  556. fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
  557. dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
  558. vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
  559. local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
  560. local_lockUnlock = compile preprocessFileLineNumbers "custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
  561. local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
  562. local_zombieDamage = compile preprocessFileLineNumbers "zupa\walkers\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
  563. local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //G
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