Replace the ZenProxyFramework dependency (broken on 1.29) with @YAProxy, our self-contained proxy framework. Actions now extend YAProxyActionBase: - Search / RepairSink / GatherWater resolve the targeted furniture proxy by keyword and use the synced world position from YAProxy - Confirmed proxy names from live test: case_sink_a, fridge, lekarnicka (vending defaulted to 'sodamachine' pending confirmation) - Registry lookup matches proxy names as substrings (handles '.001' suffix) - Sink repaired-state + search/water cooldowns tracked server-side, keyed by proxy world position / player UID (in-memory, reset on restart per v1 spec) - Repair on Wrench/PipeWrench, GatherWater on Bottle_Base (item-based, load- order safe); Search on PlayerBase requiredAddons: YAProxy. Loot tables / settings JSON unchanged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
71 lines
1.1 KiB
C++
71 lines
1.1 KiB
C++
class CfgPatches
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{
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class YAInteraction
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{
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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requiredAddons[] =
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{
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"DZ_Data",
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"DZ_Scripts",
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"YAProxy" // dependency: proxy detection framework (loads before us)
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};
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};
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};
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class CfgMods
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{
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class YAInteraction
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{
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dir = "YAInteraction";
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picture = "";
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action = "";
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hideName = 1;
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hidePicture = 1;
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name = "YAInteraction";
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credits = "drasikas";
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author = "drasikas";
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authorID = "0";
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version = "1.0";
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extra = 0;
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type = "mod";
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dependencies[] =
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{
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"Game",
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"World",
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"Mission"
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};
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// Script module registration. We only ship 4_World code in v1, but all three
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// modules are declared so future hooks can drop into the correct layer without
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// touching this file again.
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class defs
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{
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class gameScriptModule
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{
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value = "";
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files[] =
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{
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"YAInteraction/scripts/3_Game"
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};
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};
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class worldScriptModule
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{
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value = "";
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files[] =
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{
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"YAInteraction/scripts/4_World"
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};
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};
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class missionScriptModule
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{
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value = "";
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files[] =
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{
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"YAInteraction/scripts/5_Mission"
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};
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};
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};
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};
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};
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