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- //Player only
- if (!isDedicated) then {
- "filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
- BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
- 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
- player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
- fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
- fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
- fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
- fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
- player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
- player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
- player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
- player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
- //player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
- //player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
- building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
- //player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
- building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
- //animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
- //building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
- player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
- player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
- //control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
- player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
- player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
- stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
- stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
- stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
- player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
- //player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
- player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
- player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
- player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
- world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
- world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
- player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
- player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
- player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
- player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
- player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
- player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
- player_Bubble = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_Bubble.sqf";
- //Objects
- object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
- object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
- object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
- //Zombies
- zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
- zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
- zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
- //actions
- player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
- player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
- player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
- player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
- player_createstash = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createstash.sqf";
- player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
- player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
- player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
- player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
- player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
- player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
- player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
- object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
- player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
- player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
- player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
- object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
- player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
- player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
- player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
- player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
- player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
- player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_takeArrow.sqf";
- player_switchWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
- player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
- player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
- //ui
- player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
- player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
- ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
- ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
- //playerstats
- horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
- horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
- horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
- horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
- horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
- horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";
- //System
- player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
- player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
- player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
- onPreloadStarted "dayz_preloadFinished = false;";
- onPreloadFinished "dayz_preloadFinished = true;";
- infectedcamps = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_infectedcamps.sqf";
- camp_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\camp_spawnZombies.sqf"; //Server compile, used for loiter behaviour
- //Crafting
- fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
- player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
- player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
- // TODO: need move it in player_monitor.fsm
- // allow player disconnect from server, if loading hang, kicked by BE etc.
- //This is still needed but the fsm should terminate if any errors pop up.
- [] spawn {
- private["_timeOut","_display","_control1","_control2"];
- disableSerialization;
- _timeOut = 0;
- dayz_loadScreenMsg = "";
- diag_log "DEBUG: loadscreen guard started.";
- _display = uiNameSpace getVariable "BIS_loadingScreen";
- if (!isNil "_display") then {
- _control1 = _display displayctrl 8400;
- _control2 = _display displayctrl 102;
- };
- // 120 sec timeout (12000 * 0.01)
- while { _timeOut < 12000 } do {
- if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
- if (!isNil "_display") then {
- if ( isNull _display ) then {
- waitUntil { !dialog; };
- startLoadingScreen ["","RscDisplayLoadCustom"];
- _display = uiNameSpace getVariable "BIS_loadingScreen";
- _control1 = _display displayctrl 8400;
- _control2 = _display displayctrl 102;
- };
- if ( dayz_loadScreenMsg != "" ) then {
- _control1 ctrlSetText dayz_loadScreenMsg;
- dayz_loadScreenMsg = "";
- };
- _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
- };
- _timeOut = _timeOut + 1;
- if (_timeOut >= 12000) then {
- 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
- sleep 10;
- endLoadingScreen;
- endMission "END1";
- };
- sleep 0.01;
- };
- };
- dayz_losChance = {
- //private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
- _agent = _this select 0;
- _dis = _this select 1;
- _maxDis = _this select 2;
- //diag_log ("VAL: " + str(_this));
- _val = (_maxDis - _dis) max 0;
- _maxExp = ((exp 2) * _maxDis);
- _myExp = ((exp 2) * (_val)) / _maxExp;
- _myExp = _myExp * 0.7;
- _myExp
- };
- ui_initDisplay = {
- private ["_ctrlBleed","_ctrlFracture"];
- disableSerialization;
- _display = uiNamespace getVariable 'DAYZ_GUI_display';
- _control = _display displayCtrl 1204;
- _control ctrlShow false;
- if (!r_player_injured) then {
- _ctrlBleed = _display displayCtrl 1303;
- _ctrlBleed ctrlShow false;
- };
- if (!r_fracture_legs and !r_fracture_arms) then {
- _ctrlFracture = _display displayCtrl 1203;
- _ctrlFracture ctrlShow false;
- };
- };
- dayz_angleCheck = {
- private ["_degree","_tPos","_zPos","_inAngle"];
- _target = _this select 0;
- _agent = _this select 1;
- _degree = _this select 2;
- _inAngle = false;
- _tPos = (getPosASL _target);
- _zPos = (getPosASL _agent);
- _eyeDir = (direction _agent);
- _inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
- _inAngle
- };
- dayz_AttackCheck = {
- private ["_cantSee","_attackCheck"];
- _target = _this select 0;
- _agent = _this select 1;
- _degree = _this select 2;
- _attackCheck = false;
- _inAngle = [_target,_agent,_degree] call dayz_angleCheck;
- if (_inAngle) then {
- _cantSee = [_target,_agent] call dayz_losCheck;
- if (!_cantSee) then {
- _attackCheck = true;
- };
- };
- _attackCheck
- };
- dayz_losCheck = {
- private "_cantSee";
- _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
- _agent = _this select 1;
- _cantSee = true;
- if (!isNull _target) then {
- private ["_tPos","_zPos"];
- _tPos = eyePos _target;
- _zPos = eyePos _agent;
- if ((count _tPos > 0) and (count _zPos > 0)) then {
- _cantSee = terrainIntersectASL [_tPos, _zPos];
- if (!_cantSee) then {
- _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
- };
- };
- };
- _cantSee
- };
- /* //not actually used
- dayz_losCheck_attack = {
- private["_target","_agent","_cantSee"];
- _target = _this select 0;
- _agent = _this select 1;
- _cantSee = true;
- if (!isNull _target) then {
- _tPos = [_target select 0, _target select 1, eyePos _target select 2];
- _zPos = [_agent select 0, _agent select 1, eyePos _agent select 2];
- if ((count _tPos > 0) and (count _zPos > 0)) then {
- _cantSee = terrainIntersectASL [_tPos, _zPos];
- if (!_cantSee) then {
- _cantSee = lineIntersects [_tPos, _zPos, _agent, _target];
- };
- };
- };
- _cantSee
- }; */
- dayz_spaceInterrupt = {
- private "_handled";
- _dikCode = _this select 1;
- _shiftState = _this select 2;
- _ctrlState = _this select 3;
- _altState = _this select 4;
- _handled = false;
- // Disable ESC after death (not sure if needed but it's here to make sure)
- if (_dikCode == 0x01 && r_player_dead) then {
- _handled = true;
- };
- if (_dikCode == 0xD2) then {
- if (debugMonitor) then {
- debugMonitor = false;
- hintSilent "";
- } else {[] spawn fnc_debug;};
- };
- switch (_dikCode) do {
- case 0x02: {
- ["rifle"] spawn player_switchWeapon;
- _handled = true;
- };
- case 0x03: {
- ["pistol"] spawn player_switchWeapon;
- _handled = true;
- };
- case 0x04: {
- ["melee"] spawn player_switchWeapon;
- _handled = true;
- };
- default {
- if (_dikCode in [0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
- _handled = true;
- };
- };
- };
- if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then {
- createGearDialog [player, "RscDisplayGear"];
- _handled = true;
- };
- //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
- //Prevent exploit of drag body
- if ((_dikCode in actionKeys "Prone") and r_drag_sqf) then { force_dropBody = true; };
- if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) then { force_dropBody = true; };
- if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
- if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
- if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
- if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
- if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
- if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
- dayz_lastCheckBit = time;
- [player,15,true,(getPosATL player)] call player_alertZombies;
- };
- if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
- dayz_lastCheckBit = time;
- [player,15,true,(getPosATL player)] call player_alertZombies;
- };
- if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
- dayz_lastCheckBit = time;
- [player,5,false,(getPosATL player)] call player_alertZombies;
- };
- if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then {
- dayz_lastCheckBit = time;
- [player,15,false,(getPosATL player)] call player_alertZombies;
- };
- if (_dikCode in actionKeys "User20" or _dikCode in actionKeys "NetworkStats") then {
- if (!dayz_isSwimming and !dialog) then {
- [player,4,true,(getPosATL player)] call player_alertZombies;
- createDialog "horde_journal_front_cover";
- };
- _handled = true;
- };
- if ((_dikCode in [0x3E,0x0F,0xD3]) and (time - dayz_lastCheckBit > 10)) then {
- dayz_lastCheckBit = time;
- call player_forceSave;
- };
- if (_dikCode in [0xB8,0x38,0x3E,0x2A,0x36,0x01]) then {
- _displayg = findDisplay 106;
- if (!isNull _displayg) then {
- call player_forceSave;
- } else {
- if (dialog) then {
- call player_forceSave;
- };
- };
- };
- _object = player getVariable ["constructionObject", objNull];
- if (!isNull _object and _dikCode in actionKeys "LeanLeft") then {
- _dir = getDir _object - 3;
- _object setDir _dir;
- _handled = true;
- };
- if (!isNull _object and _dikCode in actionKeys "LeanRight") then {
- _dir = getDir _object + 3;
- _object setDir _dir;
- _handled = true;
- };
- _handled
- };
- player_guiControlFlash = {
- //private["_control"];
- //_control = _this;
- if (ctrlShown _this) then {
- _this ctrlShow false;
- } else {
- _this ctrlShow true;
- };
- };
- gear_ui_offMenu = {
- private["_control","_parent","_menu","_grpPos"];
- disableSerialization;
- _control = _this select 0;
- _parent = findDisplay 106;
- if (!(_this select 3)) then {
- for "_i" from 0 to 9 do {
- _menu = _parent displayCtrl (1600 + _i);
- _menu ctrlShow false;
- };
- _grpPos = ctrlPosition _control;
- _grpPos set [3,0];
- _control ctrlSetPosition _grpPos;
- _control ctrlShow false;
- _control ctrlCommit 0;
- };
- };
- gear_ui_init = {
- //private["_control","_parent","_menu","_grpPos"];
- disableSerialization;
- _parent = findDisplay 106;
- _control = _parent displayCtrl 6902;
- for "_i" from 0 to 9 do {
- _menu = _parent displayCtrl (1600 + _i);
- _menu ctrlShow false;
- };
- _grpPos = ctrlPosition _control;
- _grpPos set [3,0];
- _control ctrlSetPosition _grpPos;
- _control ctrlShow false;
- _control ctrlCommit 0;
- };
- gear_ui_hide = {
- //private["_display","_BP"];
- disableSerialization;
- _display = findDisplay 106;
- _BP = unitBackpack player;
- if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
- for "_i" from 1006 to 1011 do {
- (_display displayCtrl _i) ctrlShow false;
- };
- } else {
- for "_i" from 1006 to 1011 do {
- if (!(ctrlShown (_display displayCtrl _i))) then {
- (_display displayCtrl _i) ctrlShow true;
- };
- };
- };
- //hide buttons if unnecessary
- if (isNull _BP || ((typeOf _BP) == "")) then {
- (_display displayCtrl 132) ctrlShow false;
- (_display displayCtrl 157) ctrlShow false;
- (_display displayCtrl 158) ctrlShow false;
- };
- // Prevent carrying 2 rifles 'exploit'
- if (primaryWeapon player == "" && dayz_onBack != "" && !(dayz_onBack in MeleeWeapons)) then {
- ["gear"] call player_switchWeapon;
- };
- if (primaryWeapon player != "" && (primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons)) then {
- (_display displayCtrl 1204) ctrlShow true;
- } else {
- (_display displayCtrl 1204) ctrlShow false;
- };
- if (DayZ_onBack != "") then {
- (_display displayCtrl 1208) ctrlShow true;
- } else {
- (_display displayCtrl 1208) ctrlShow false;
- };
- for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
- (_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
- };
- };
- dayz_lowHumanity = {
- //private["_unit","_humanity","_delay"];
- _unit = _this;
- if ((_unit distance player) < 15) then {
- private "_humanity";
- _humanity = _unit getVariable["humanity",0];
- dayz_heartBeat = true;
- if (_humanity < -3000) then {
- private "_delay";
- _delay = ((10000 + _humanity) / 5500) + 0.3;
- playSound "heartbeat_1";
- sleep _delay;
- };
- dayz_heartBeat = false;
- };
- };
- dayz_meleeMagazineCheck = {
- //private["_meleeNum","_magType","_wpnType","_ismelee"];
- _wpnType = primaryWeapon player;
- _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
- if (_ismelee == "true") then {
- private ["_meleeNum","_magType"];
- _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
- _meleeNum = ({_x == _magType} count magazines player);
- if (_meleeNum < 1) then {
- player addMagazine _magType;
- };
- };
- };
- /* //not actually used...
- dayz_futurePos = {
- private ["_vehicle","_velo","_speed","_nextPlayerPos"];
- _vehicle = (vehicle _this);
- _velo = velocity _vehicle;
- _speed = ([0, 0, 0] distance (_velo)); // buggy: if player/veh is blocked by an object, speed is not zero
- _nextPlayerPos = getPosATL _this;
- if (_speed > 0) then {
- // try compute next player pos. This works both whether player is bare foot, or in a vehicle, whatever his place.
- _velo = [ (_velo select 0) / _speed, (_velo select 1) / _speed, (_velo select 2) / _speed]; // normalize speed vector
- _nextPlayerPos set [0, (_nextPlayerPos select 0) + (_velo select 0) * 1]; // 1 = a meter alongside the movement
- _nextPlayerPos set [1, (_nextPlayerPos select 1) + (_velo select 1) * 1];
- _nextPlayerPos set [2, (_nextPlayerPos select 2) + (_velo select 2) * 1];
- };
- _nextPlayerPos
- }; */
- dayz_originalPlayer = player;
- fnc_debug = {
- debugMonitor = true;
- while {debugMonitor} do
- {
- _kills = player getVariable["zombieKills",0];
- _headShots = player getVariable["headShots",0];
- _humanity = player getVariable["humanity",0];
- hintSilent parseText format ["
- <t size='1.5'font='Bitstream'align='center'>%1</t><br/>
- <t size='1'font='Bitstream'align='left'>Blood:</t><t size='1' font='Bitstream'align='right'>%2</t><br/>
- <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1' font='Bitstream'align='right'>%3</t><br/>
- <t size='1'font='Bitstream'align='left'>Zombies Killed:</t><t size='1'font='Bitstream'align='right'>%4</t><br/>
- <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1'font='Bitstream'align='right'>%5</t><br/>
- <t size='1'font='Bitstream'align='left'>Survived:</t><t size='1'font='Bitstream'align='right'>%6 Days</t><br/>
- <br/>
- <t size='1'font='Bitstream'align='left'>FPS:</t><t size='1'font='Bitstream'align='right'>%7</t><br/>
- <br/>
- <t size='1'font='Bitstream'align='center'>Press Insert to toggle Debug Monitor</t><br/>
- ",dayz_playerName,r_player_blood,round _humanity,_kills,_headShots,(dayz_Survived),round diag_fps];
- sleep 1;
- };
- };
- [] spawn fnc_debug;
- };
- progressLoadingScreen 0.8;
- //Both
- BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandom.sqf"; //Checks which actions for nearby casualty
- fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
- zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
- //object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
- 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
- object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
- object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
- //object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
- //object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
- fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
- // Vehicle damage fix
- fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
- fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
- fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
- fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
- fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
- fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
- fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
- dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
- vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
- local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
- local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
- local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
- local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
- //player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
- //curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
- player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
- player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
- player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
- player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
- player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
- player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
- player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
- player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
- spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
- player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
- call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
- player_sumMedical = {
- private["_character","_wounds","_legs","_arms","_medical", "_status"];
- _character = _this;
- _wounds = [];
- if (_character getVariable["USEC_injured",false]) then {
- {
- _status = _character getVariable["hit_"+_x,false];
- if ((typeName _status == "BOOLEAN") AND {(_status)}) then {
- _wounds set [count _wounds,_x];
- };
- } forEach USEC_typeOfWounds;
- };
- _legs = _character getVariable ["hit_legs",0];
- _arms = _character getVariable ["hit_arms",0];
- _medical = [
- _character getVariable["USEC_isDead",false],
- _character getVariable["NORRN_unconscious", false],
- _character getVariable["USEC_infected",false],
- _character getVariable["USEC_injured",false],
- _character getVariable["USEC_inPain",false],
- _character getVariable["USEC_isCardiac",false],
- _character getVariable["USEC_lowBlood",false],
- _character getVariable["USEC_BloodQty",12000],
- _wounds,
- [_legs,_arms],
- _character getVariable["unconsciousTime",0],
- _character getVariable["messing",[0,0]]
- ];
- _medical
- };
- fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
- //Server Only
- if (isServer) then {
- call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
- } else {
- eh_localCleanup = {};
- };
- //Start Dynamic Weather
- execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
- initialized = true;
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