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Compiles.sqf

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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.  
  9. BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
  10. 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
  11. player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
  12. fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
  13. fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
  14. fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
  15. fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
  16. player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
  17. player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
  18. player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
  19. player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
  20. player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
  21. // player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
  22. // player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
  23. building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
  24. // player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
  25. building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
  26. dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
  27. //animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
  28. // building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
  29. 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
  30. player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
  31. player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
  32. player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
  33. player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
  34.  
  35. player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
  36. player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
  37. player_removeTankTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeTankTrap.sqf";
  38.  
  39. player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
  40. player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
  41.  
  42. player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
  43. // control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
  44. player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
  45. player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
  46. //spawn_flies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
  47. // stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
  48. // stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
  49. // stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
  50. player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
  51. player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
  52. player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
  53. player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
  54. player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
  55. world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
  56. world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
  57. player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
  58. player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
  59. player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
  60. player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
  61. fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
  62.  
  63. //Objects
  64. object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
  65. object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
  66. object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
  67.  
  68. local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
  69.  
  70. //Zombies
  71. zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
  72. zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
  73. zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
  74. wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
  75.  
  76. pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
  77.  
  78. //
  79. dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
  80.  
  81. // Vehicle damage fix
  82. vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
  83. vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
  84.  
  85. //actions
  86. player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
  87. player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
  88. player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
  89. player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
  90. player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
  91. player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
  92. player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
  93. player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
  94. player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
  95. player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
  96. player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
  97. player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
  98. player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
  99. //player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
  100. player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
  101. player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
  102. player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
  103. player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
  104. //player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
  105. //playerpip_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
  106. object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
  107. player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
  108. player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
  109. //player_mineOre = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineOre.sqf";
  110. player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
  111. player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
  112.  
  113. player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
  114.  
  115. //ui
  116. player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
  117. player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
  118. player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
  119. ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
  120. ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
  121.  
  122. //System
  123. player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
  124. player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
  125. player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
  126. onPreloadStarted "dayz_preloadFinished = false;";
  127. onPreloadFinished "dayz_preloadFinished = true;";
  128.  
  129.  
  130.  
  131.  
  132. //
  133. RunTime = 0;
  134. TotalRuns = 0;
  135.  
  136. fnc_dump = {
  137. private["_code","_benchmark","_averageRunTime"];
  138. _code = _this select 0;
  139. _benchmark = _this select 1;
  140.  
  141. RunTime = RunTime + _benchmark;
  142. TotalRuns = TotalRuns + 1;
  143. _averageRunTime = RunTime/TotalRuns;
  144.  
  145. diag_log format["%1 - %2 (%3 / %4)",_code,_benchmark,_averageRunTime,TotalRuns];
  146. };
  147. dayz_losChance = {
  148. private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
  149. _agent = _this select 0;
  150. _dis = _this select 1;
  151. _maxDis = _this select 2;
  152. // diag_log ("VAL: " + str(_this));
  153. _val = (_maxDis - _dis) max 0;
  154. _maxExp = ((exp 2) * _maxDis);
  155. _myExp = ((exp 2) * (_val)) / _maxExp;
  156. _myExp = _myExp * 0.7;
  157. _myExp
  158. };
  159.  
  160. ui_initDisplay = {
  161. private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
  162. disableSerialization;
  163. _display = uiNamespace getVariable 'DAYZ_GUI_display';
  164. _control = _display displayCtrl 1204;
  165. _control ctrlShow false;
  166. if (!r_player_injured) then {
  167. _ctrlBleed = _display displayCtrl 1303;
  168. _ctrlBleed ctrlShow false;
  169. };
  170. if (!r_fracture_legs and !r_fracture_arms) then {
  171. _ctrlFracture = _display displayCtrl 1203;
  172. _ctrlFracture ctrlShow false;
  173. };
  174. _ctrlDogFoodBorder = _display displayCtrl 1501;
  175. _ctrlDogFoodBorder ctrlShow false;
  176. _ctrlDogFood = _display displayCtrl 1701;
  177. _ctrlDogFood ctrlShow false;
  178.  
  179. _ctrlDogWaterBorder = _display displayCtrl 1502;
  180. _ctrlDogWaterBorder ctrlShow false;
  181. _ctrlDogWater = _display displayCtrl 1702;
  182. _ctrlDogWater ctrlShow false
  183. };
  184.  
  185. dayz_losCheck = {
  186. private["_target","_agent","_cantSee"];
  187. _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
  188. _agent = _this select 1;
  189. _cantSee = true;
  190. if (!isNull _target) then {
  191.  
  192. _tPos = visiblePositionASL _target;
  193. _zPos = visiblePositionASL _agent;
  194.  
  195. _tPos set [2,(_tPos select 2)+1];
  196. _zPos set [2,(_zPos select 2)+1];
  197.  
  198. if ((count _tPos > 0) and (count _zPos > 0)) then {
  199. _cantSee = terrainIntersectASL [_tPos, _zPos];
  200. if (!_cantSee) then {
  201. _cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
  202. };
  203. };
  204. };
  205. _cantSee
  206. };
  207.  
  208. eh_zombieInit = {
  209. private["_unit","_pos"];
  210. //_unit = _this select 0;
  211. //_pos = getPosATL _unit;
  212. //_id = [_pos,_unit] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
  213. };
  214.  
  215. dayz_equipCheck = {
  216. private ["_empty", "_needed","_diff","_success"];
  217. _config = _this;
  218. _empty = [player] call BIS_fnc_invSlotsEmpty;
  219. _needed = [_config] call BIS_fnc_invSlotType;
  220. _diff = [_empty,_needed] call BIS_fnc_vectorDiff;
  221.  
  222. _success = true;
  223. {
  224. if (_x > 0) then {_success = false};
  225. } forEach _diff;
  226. hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
  227. _success
  228. };
  229.  
  230. vehicle_gear_count = {
  231. private["_counter"];
  232. _counter = 0;
  233. {
  234. _counter = _counter + _x;
  235. } forEach _this;
  236. _counter
  237. };
  238.  
  239. player_tagFriendlyMsg = {
  240. if(player == _this) then {
  241. cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
  242. };
  243. };
  244.  
  245. player_serverModelChange = {
  246. private["_object","_model"];
  247. _object = _this select 0;
  248. _model = _this select 1;
  249. if (_object == player) then {
  250. _model call player_switchModel;
  251. };
  252. };
  253.  
  254. player_guiControlFlash = {
  255. private["_control"];
  256. _control = _this;
  257. if (ctrlShown _control) then {
  258. _control ctrlShow false;
  259. } else {
  260. _control ctrlShow true;
  261. };
  262. };
  263.  
  264. gear_ui_offMenu = {
  265. private["_control","_parent","_menu"];
  266. disableSerialization;
  267. _control = _this select 0;
  268. _parent = findDisplay 106;
  269. if (!(_this select 3)) then {
  270. for "_i" from 0 to 9 do {
  271. _menu = _parent displayCtrl (1600 + _i);
  272. _menu ctrlShow false;
  273. };
  274. _grpPos = ctrlPosition _control;
  275. _grpPos set [3,0];
  276. _control ctrlSetPosition _grpPos;
  277. _control ctrlShow false;
  278. _control ctrlCommit 0;
  279. };
  280. };
  281.  
  282. dze_surrender_off = {
  283. player setVariable ["DZE_Surrendered", false, true];
  284. DZE_Surrender = false;
  285. };
  286.  
  287. gear_ui_init = {
  288. private["_control","_parent","_menu","_dspl","_grpPos"];
  289. disableSerialization;
  290. _parent = findDisplay 106;
  291. _control = _parent displayCtrl 6902;
  292. for "_i" from 0 to 9 do {
  293. _menu = _parent displayCtrl (1600 + _i);
  294. _menu ctrlShow false;
  295. };
  296. _grpPos = ctrlPosition _control;
  297. _grpPos set [3,0];
  298. _control ctrlSetPosition _grpPos;
  299. _control ctrlShow false;
  300. _control ctrlCommit 0;
  301. };
  302.  
  303. dayz_eyeDir = {
  304. private["_vval","_vdir"];
  305. _vval = (eyeDirection _this);
  306. _vdir = (_vval select 0) atan2 (_vval select 1);
  307. if (_vdir < 0) then {_vdir = 360 + _vdir};
  308. _vdir
  309. };
  310.  
  311. DZE_getModelName = {
  312. _objInfo = toArray(str(_this));
  313. _lenInfo = count _objInfo - 1;
  314. _objName = [];
  315. _i = 0;
  316. // determine where the object name starts
  317. {
  318. if (58 == _objInfo select _i) exitWith {};
  319. _i = _i + 1;
  320. } forEach _objInfo;
  321. _i = _i + 2; // skip the ": " part
  322. for "_k" from _i to _lenInfo do {
  323. _objName = _objName + [_objInfo select _k];
  324. };
  325. _objName = toLower(toString(_objName));
  326. _objName
  327. };
  328.  
  329. dze_isnearest_player = {
  330. private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
  331. if(!isNull _this) then {
  332. _nearPlayers = _this nearEntities ["CAManBase", 12];
  333. _playerNear = ({isPlayer _x} count _nearPlayers) > 1;
  334. _notClosest = false;
  335. if (_playerNear) then {
  336. // check if another player is closer
  337. _playerDistance = player distance _this;
  338. {
  339. if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
  340. } forEach _nearPlayers;
  341. };
  342. } else {
  343. _notClosest = false;
  344. };
  345. _notClosest
  346. };
  347.  
  348. // trader menu code
  349. call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenu.sqf";
  350.  
  351. // recent murders menu code
  352. call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
  353.  
  354. //This is still needed but the fsm should terminate if any errors pop up.
  355. [] spawn {
  356. private["_timeOut","_display","_control1","_control2"];
  357. disableSerialization;
  358. _timeOut = 0;
  359. dayz_loadScreenMsg = "";
  360. diag_log "DEBUG: loadscreen guard started.";
  361. _display = uiNameSpace getVariable "BIS_loadingScreen";
  362. if (!isNil "_display") then {
  363. _control1 = _display displayctrl 8400;
  364. _control2 = _display displayctrl 102;
  365. };
  366.  
  367. waitUntil {!dayz_DisplayGenderSelect};
  368.  
  369. // 120 sec timeout (12000 * 0.01)
  370. while { _timeOut < 12000 } do {
  371. if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
  372. if (!isNil "_display") then {
  373. if ( isNull _display ) then {
  374. waitUntil { !dialog; };
  375. startLoadingScreen ["","RscDisplayLoadCustom"];
  376. _display = uiNameSpace getVariable "BIS_loadingScreen";
  377. _control1 = _display displayctrl 8400;
  378. _control2 = _display displayctrl 102;
  379. };
  380.  
  381. if ( dayz_loadScreenMsg != "" ) then {
  382. _control1 ctrlSetText dayz_loadScreenMsg;
  383. dayz_loadScreenMsg = "";
  384. };
  385.  
  386. _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
  387. };
  388.  
  389. _timeOut = _timeOut + 1;
  390.  
  391. if (_timeOut >= 12000) then {
  392. 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
  393. sleep 10;
  394. endLoadingScreen;
  395. endMission "END1";
  396. };
  397.  
  398. sleep 0.01;
  399. };
  400. };
  401.  
  402. // TODO: need move it in player_monitor.fsm
  403. // allow player disconnect from server, if loading hang, kicked by BE etc.
  404. [] spawn {
  405. private["_timeOut","_display","_control1","_control2"];
  406. disableSerialization;
  407. _timeOut = 0;
  408. dayz_loadScreenMsg = "";
  409. diag_log "DEBUG: loadscreen guard started.";
  410. _display = uiNameSpace getVariable "BIS_loadingScreen";
  411. _control1 = _display displayctrl 8400;
  412. _control2 = _display displayctrl 102;
  413. // 120 sec timeout
  414. while { _timeOut < 3000 && !dayz_clientPreload && !dayz_authed } do {
  415.  
  416. if ( isNull _display ) then {
  417. waitUntil { !dialog; };
  418. startLoadingScreen ["","RscDisplayLoadCustom"];
  419. _display = uiNameSpace getVariable "BIS_loadingScreen";
  420. _control1 = _display displayctrl 8400;
  421. _control2 = _display displayctrl 102;
  422. };
  423.  
  424. if ( dayz_loadScreenMsg != "" ) then {
  425. _control1 ctrlSetText dayz_loadScreenMsg;
  426. dayz_loadScreenMsg = "";
  427. };
  428. _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
  429. _timeOut = _timeOut + 1;
  430. sleep 0.01;
  431. };
  432. endLoadingScreen;
  433. };
  434.  
  435. dayz_meleeMagazineCheck = {
  436. private["_meleeNum","_magType"];
  437. _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
  438. _meleeNum = ({_x == _magType} count magazines player);
  439. if (_meleeNum < 1) then {
  440. player addMagazine _magType;
  441. };
  442. };
  443.  
  444. dayz_originalPlayer = player;
  445.  
  446. progressLoadingScreen 0.8;
  447. };
  448.  
  449. //Both
  450. BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
  451. BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
  452. BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
  453. BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
  454. BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
  455.  
  456. fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
  457. fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
  458. zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
  459. // object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
  460. object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  461. object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  462. 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
  463. object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
  464. object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
  465. object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
  466. // object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
  467. fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
  468. fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
  469. // Vehicle damage fix
  470. vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
  471. vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
  472. //fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
  473. fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
  474. fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
  475. fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
  476. fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
  477. dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
  478. vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
  479. local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
  480. local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
  481. local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object
  482. local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
  483. local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
  484. local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
  485. //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
  486. curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
  487. player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
  488. player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
  489. player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
  490. player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
  491. player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
  492. player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
  493. player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
  494. world_isDay = {if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}};
  495. player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
  496. spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
  497. spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
  498. // player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
  499.  
  500. dayz_HungerThirst = {
  501. dayz_hunger = dayz_hunger + (_this select 0);
  502. dayz_thirst = dayz_thirst + (_this select 1);
  503. };
  504.  
  505. dayz_EjectPlayer = {
  506. // check if player in vehicle
  507. private ["_noDriver","_vehicle","_inVehicle"];
  508. _vehicle = vehicle player;
  509. _inVehicle = (_vehicle != player);
  510. if(_inVehicle) then {
  511. _noDriver = ((_vehicle emptyPositions "driver") > 0);
  512. if (_noDriver and (speed _vehicle) != 0) then {
  513. player action [ "eject", _vehicle];
  514. };
  515. };
  516. };
  517.  
  518. player_sumMedical = {
  519. private["_character","_wounds","_legs","_arms","_medical"];
  520. _character = _this;
  521. _wounds = [];
  522. if (_character getVariable["USEC_injured",false]) then {
  523. {
  524. if (_character getVariable[_x,false]) then {
  525. _wounds set [count _wounds,_x];
  526. };
  527. } forEach USEC_typeOfWounds;
  528. };
  529. _legs = _character getVariable ["hit_legs",0];
  530. _arms = _character getVariable ["hit_arms",0];
  531. _medical = [
  532. _character getVariable["USEC_isDead",false],
  533. _character getVariable["NORRN_unconscious", false],
  534. _character getVariable["USEC_infected",false],
  535. _character getVariable["USEC_injured",false],
  536. _character getVariable["USEC_inPain",false],
  537. _character getVariable["USEC_isCardiac",false],
  538. _character getVariable["USEC_lowBlood",false],
  539. _character getVariable["USEC_BloodQty",12000],
  540. _wounds,
  541. [_legs,_arms],
  542. _character getVariable["unconsciousTime",0],
  543. _character getVariable["messing",[0,0]]
  544. ];
  545. _medical
  546. };
  547.  
  548. //Server Only
  549. if (isServer) then {
  550. call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
  551. } else {
  552. eh_localCleanup = {};
  553. };
  554.  
  555. //Start Dynamic Weather
  556. execVM "DynamicWeatherEffects.sqf";
  557. initialized = true;
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