Furniture (sink/fridge/lekarnicka/vending) are house proxies, not entities, so actions are now driven by ZenProxyFramework: actions target proxies by name (GetZenProxyNameTarget), the proxy world position is synced to the server via ActionData, repair spawns an invisible ZenProxySinkTest marker (presence = repaired), and gather-water checks for it. Registry is keyed by proxy name; loot tables / cooldowns / settings JSON kept. NOTE: superseded approach - ZenProxyFramework does not compile on DayZ 1.29 (HouseType type-name collision). Next: a self-contained @YAProxy framework (based on ZenProxyFramework + ShowMeInfoV2's geometry-LOD proxy scan) that YAInteraction will depend on instead. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
71 lines
1.2 KiB
C++
71 lines
1.2 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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"ZenProxyFramework" // dependency: ensures ZPF loads before us (proxy API + ZenProxySinkTest)
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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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