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- private["_unit"];
- _unit = cursorTarget;
- if(isNull _unit) exitWith {}; //if unit is null, than NO
- if((_unit getVariable ["missingOrgan",FALSE])) exitWith {};//must not be missing organ already
- if((player getVariable ["hasOrgan",FALSE])) exitWith {};//thief must not have already robbed an organ within last 5 mintues
- if((animationState _unit != "Incapacitated")) exitWith {};//victim must be knocked out
- if(player == _unit) exitWith {};//if the thief is the cursor target(dafuq) than NO
- if(!isPlayer _unit) exitWith {};//iff the cursor target is not a player than NO
- if(life_inv_kidney >= 2) exitWith {hint "1den fazla böbrek taşıyamazsın!"};//if you already have 2 kidneys, then go sell them already, no stockpiling
- if(!([true,"kidney",1] call life_fnc_handleInv)) exitWith {hint "Üstünüzde yer kalmamış!"};//if no room for kidney, you cannot take their kidney, duh, waste not want not
- life_action_inUse = true;//sets action to true as to prevent kidney spammming!!!!!!!!
- player setVariable["hasOrgan",true,true];//sets variable on thief, so as not to consistently take organs, set to 5 minute cooldown
- player playMove "AinvPknlMstpSnonWnonDnon_medic";//makes the thief do an animation as to seem like they are doing surgery
- sleep 3;//length of action, had weird results with any higher - obv not realistic, but whatever
- _unit setVariable["missingOrgan",true,true];//sets the missing organ variable so effects can take place
- life_action_inUse = false;//once variables are set, and actions stop, then you can use scrolly wheely
- [player] remoteExec ["life_fnc_hasOrgan", _unit];//this then calls the fn_hasOrgan.sqf on the thief
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