Action (the real "no action" cause): - DayZ does not auto-discover custom actions; ActionConstructor holds a hardcoded list and AddAction() silently drops anything missing from it. Added a modded ActionConstructor that registers YALB_ActionOpenLootbox, so the open action finally attaches to the box. - Switched the action target condition CCTObject -> CCTCursor (the look-at pattern vanilla uses for world-object interactions). Restart stacking: - Spawn boxes with CreateObjectEx + ECE_NOPERSISTENCY_WORLD so they are never saved to the world DB and don't survive restarts. - Added CleanupOrphanedBoxes(): on init, scan each spawn location and delete any leftover YALootBoxes_Base before spawning (clears boxes persisted before this change). Logging: - DebugLogLevel changed from a string to a numeric field (0=off 1=ERROR 2=WARN 3=INFO 4=DEBUG 5=VERBOSE), clamped at load. Removed the string parser. NOTE: existing main_config.json has a string value and must be regenerated. Config docs: - Each generated JSON now includes a "_comment" array describing every field and its range (ignored by the loader). README + configfiles.readme updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
279 lines
No EOL
10 KiB
C
279 lines
No EOL
10 KiB
C
// ============================================================
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// YALootBoxes_ActionOpen.c
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// Custom UserAction: hold-to-open a locked lootbox.
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// Lives in: scripts/4_World/YALootBoxes_ActionOpen.c
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//
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// Registration of this action onto YALootBoxes_Base happens by
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// overriding SetActions()/AddAction() on the entity — see note
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// at bottom of file.
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// ============================================================
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class YALB_OpenLootboxActionData : ActionData
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{
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// currently empty - base ActionData carries everything we need
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};
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// Continuous-action timing lives on the CALLBACK class (ActionContinuousBaseCB),
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// not the action - CreateActionComponent() is defined there. The action points
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// at this CB via m_CallbackClass. CAContinuousTime takes the channel time in
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// SECONDS. Falls back to 5s on the client, where MainConfig is null (config is
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// server-only); the server is authoritative on when the channel actually ends.
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class YALB_OpenLootboxCB : ActionContinuousBaseCB
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{
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override void CreateActionComponent()
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{
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float secs = 5.0;
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if (YALB_ConfigLoader.MainConfig && YALB_ConfigLoader.MainConfig.OpenChannelDurationSeconds > 0)
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secs = YALB_ConfigLoader.MainConfig.OpenChannelDurationSeconds;
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m_ActionData.m_ActionComponent = new CAContinuousTime(secs);
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}
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};
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class YALB_ActionOpenLootbox : ActionContinuousBase
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{
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void YALB_ActionOpenLootbox()
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{
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m_CallbackClass = YALB_OpenLootboxCB;
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m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENITEM; // "open item" channel anim
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m_FullBody = false;
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}
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override void CreateConditionComponents()
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{
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m_ConditionItem = new CCINone(); // no item-in-hands restriction here
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m_ConditionTarget = new CCTCursor(UAMaxDistances.DEFAULT); // look-at-object targeting
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}
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override string GetText()
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{
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return "Open lootbox";
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}
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override typename GetInputType()
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{
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return ContinuousInteractActionInput;
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}
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// Offer the action when the target is our lootbox, it's locked, and the
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// player is holding *some* item. We deliberately do NOT check the specific
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// key item here: ActionCondition runs client-side to display the prompt,
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// but the box-type config (required items) lives in $profile and is loaded
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// server-side only, so GetTypeDef() is null on clients. The exact key-item
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// requirement is enforced authoritatively in OnFinishProgressServer; the
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// proximity "Requires: X" message tells the player what to hold.
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override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
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{
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YALootBoxes_Base box = YALootBoxes_Base.Cast(target.GetObject());
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if (!box) return false;
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if (!box.IsLocked()) return false;
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ItemBase handItem = player.GetItemInHands();
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if (!handItem) return false;
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return true;
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}
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// Fired server-side when the channel completes WITHOUT being cancelled.
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override void OnFinishProgressServer(ActionData action_data)
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{
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super.OnFinishProgressServer(action_data);
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YALootBoxes_Base box = YALootBoxes_Base.Cast(action_data.m_Target.GetObject());
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PlayerBase player = action_data.m_Player;
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if (!box || !player) return;
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YALB_BoxTypeDef def = box.GetTypeDef();
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if (!def) return;
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ItemBase handItem = player.GetItemInHands();
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// Authoritative key-item gate (ActionCondition can't do this on the
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// client - see note there). Wrong/empty item: tell the player what's
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// needed and bail without rolling.
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if (!handItem || !def.IsValidKeyItem(handItem.GetType()))
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{
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YALB_NotifyPlayer(player, "Requires: " + def.GetRequiredItemsDisplayString());
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return;
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}
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float roll = Math.RandomFloat01();
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if (roll <= def.openChance)
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{
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// SUCCESS
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box.UnlockAndFill();
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if (handItem)
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handItem.DecreaseHealth(def.itemDamageOnOpen, false);
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YALB_NotifyPlayer(player, "The lock gives way.");
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}
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else
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{
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// FAILURE - apply exactly one weighted-random effect
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YALB_ApplyRandomFailEffect(player, def, handItem);
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YALB_NotifyPlayer(player, "The attempt failed.");
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}
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}
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// NOTE: early bail-out (per requirements - fixed channel, instant roll
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// at the end, interruption allowed) is handled by ActionContinuousBase
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// itself: releasing the button cancels the action WITHOUT calling
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// OnFinishProgressServer, so no roll/penalty/progress is saved. No
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// override is needed here.
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};
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// ------------------------------------------------------------
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// Failure-effect resolution
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// ------------------------------------------------------------
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void YALB_ApplyRandomFailEffect(PlayerBase player, YALB_BoxTypeDef def, ItemBase handItem)
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{
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if (!def.failEffects || def.failEffects.Count() == 0) return;
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// Weighted pick: sum chances, roll within sum, walk the list.
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float totalWeight = 0;
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foreach (YALB_FailEffect e : def.failEffects)
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totalWeight += e.chance;
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if (totalWeight <= 0) return;
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float roll = Math.RandomFloat(0, totalWeight);
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float cumulative = 0;
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YALB_FailEffect chosen = null;
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foreach (YALB_FailEffect effect : def.failEffects)
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{
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cumulative += effect.chance;
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if (roll <= cumulative)
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{
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chosen = effect;
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break;
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}
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}
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if (!chosen) return;
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string playerName = "<unknown>";
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if (player.GetIdentity()) playerName = player.GetIdentity().GetName();
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Log_Verbose(string.Format("Player %1 triggered fail effect '%2' on box type '%3'.",
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playerName, chosen.type, def.type));
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switch (chosen.type)
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{
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case "EXPLOSIVE":
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YALB_ApplyExplosiveDamage(player, chosen.damage, chosen.radius);
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break;
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case "HEALTH":
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player.DecreaseHealth("", "Health", chosen.damage);
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break;
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case "BLEEDING":
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{
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// AttemptAddBleedingSource(component) needs a valid body-component
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// bit; GetBleedingSourcesLocations() is the engine's set of those.
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// Pick random ones (a duplicate just no-ops if already bleeding).
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BleedingSourcesManagerServer bleedMgr = player.GetBleedingManagerServer();
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if (bleedMgr)
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{
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set<int> bleedLocs = bleedMgr.GetBleedingSourcesLocations();
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if (bleedLocs && bleedLocs.Count() > 0)
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{
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for (int bi = 0; bi < chosen.bleedSources; bi++)
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{
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int comp = bleedLocs.Get(Math.RandomInt(0, bleedLocs.Count()));
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bleedMgr.AttemptAddBleedingSource(comp);
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}
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}
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}
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break;
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}
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case "SICKNESS":
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YALB_ApplySickness(player, chosen.agent);
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break;
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case "BROKEN_BONE":
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// Vanilla broken-leg API. The player modifier system drives
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// the HUD icon / forced-prone reaction off this state.
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player.SetBrokenLegs(eBrokenLegs.BROKEN_LEGS);
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break;
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default:
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Log_Warn("Unknown fail effect type: " + chosen.type);
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break;
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}
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}
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void YALB_ApplyExplosiveDamage(PlayerBase player, float damage, float radius)
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{
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// Direct damage to the player rather than a real grenade explosion entity,
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// since we don't want a separate live explosive object to manage/clean up.
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vector pos = player.GetPosition();
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player.DecreaseHealth("", "Health", damage);
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// Optional: damage nearby players too, to sell the "explosion" effect
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array<Man> nearbyPlayers = new array<Man>();
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GetGame().GetWorld().GetPlayerList(nearbyPlayers);
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foreach (Man m : nearbyPlayers)
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{
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PlayerBase other = PlayerBase.Cast(m);
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if (!other || other == player) continue;
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float dist = vector.Distance(other.GetPosition(), pos);
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if (dist <= radius)
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{
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float falloff = 1.0 - (dist / radius);
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other.DecreaseHealth("", "Health", damage * falloff);
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}
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}
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}
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void YALB_ApplySickness(PlayerBase player, string agentName)
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{
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// Maps to vanilla DayZ agent system (e.g. eAgents.SALMONELLA, eAgents.INFLUENZA)
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int agentId = YALB_AgentNameToId(agentName);
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if (agentId >= 0)
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{
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player.InsertAgent(agentId, 1000); // 1000 = full dose, matches vanilla scale
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}
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}
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int YALB_AgentNameToId(string agentName)
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{
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if (agentName == "Salmonella") return eAgents.SALMONELLA;
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if (agentName == "Influenza") return eAgents.INFLUENZA;
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if (agentName == "Cholera") return eAgents.CHOLERA;
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if (agentName == "Brain") return eAgents.BRAIN;
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if (agentName == "Wound_Bacterial") return eAgents.WOUND_AGENT;
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return -1;
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}
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void YALB_NotifyPlayer(PlayerBase player, string message)
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{
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if (!player || !player.GetIdentity()) return;
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GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, new Param1<string>(message), true, player.GetIdentity());
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}
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// ------------------------------------------------------------
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// ACTION REGISTRATION (REQUIRED)
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// ------------------------------------------------------------
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// DayZ does NOT auto-discover custom actions. ActionConstructor
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// holds a hardcoded list of every action; AddAction() looks an
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// action up there and silently drops it if missing. So a custom
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// action MUST be added via a modded ActionConstructor, or it will
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// never attach to anything (this is why the open prompt was
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// missing even though the box and SetActions() were correct).
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// ------------------------------------------------------------
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modded class ActionConstructor
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{
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override void RegisterActions(TTypenameArray actions)
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{
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super.RegisterActions(actions);
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actions.Insert(YALB_ActionOpenLootbox);
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}
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}
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// ------------------------------------------------------------
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// NOTE: the action is attached to the box via SetActions()/
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// AddAction() in YALootBoxes_Lootbox.c. ContinuousInteractActionInput
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// detects actions from the TARGET object you look at, so registering
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// it on the box (not the held tool) is correct.
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// ------------------------------------------------------------
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