Skip to content

Instantly share code, notes, and snippets.

@raymix
Created August 27, 2014 16:19
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save raymix/801c04613325475978ca to your computer and use it in GitHub Desktop.
Save raymix/801c04613325475978ca to your computer and use it in GitHub Desktop.
SBP 1.4 + P4L + Vectors
/*
DayZ Base Building
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo", "_pos", "_cnt",
"_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_ownerPUID","_playerUID"];
DZE_BuildVector = [[0,0,0],[0,0,0]];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
_playerUID = getPlayerUID player;
//snap vars -- temporary fix for errors so variables.sqf can be skipped
if (isNil "snapProVariables") then {
if (isNil "DZE_snapExtraRange") then {
DZE_snapExtraRange = 0;
};
if (isNil "DZE_checkNearbyRadius") then {
DZE_checkNearbyRadius = 30;
};
s_player_toggleSnap = -1;
s_player_toggleSnapSelect = -1;
s_player_toggleSnapSelectPoint=[];
snapActions = -1;
snapGizmos = [];
snapGizmosNearby = [];
snapProVariables = true; // will skip this statement from now on.
};
// snap vars
// disallow building if too many objects are found within (30m by default) add DZE_checkNearbyRadius = 30; to your init.sqf to change
_pos = [player] call FNC_GetPos;
_cnt = count (_pos nearObjects ["All",DZE_checkNearbyRadius]);
if (_cnt >= DZE_BuildingLimit) exitWith { //end script if too many objects nearby
DZE_ActionInProgress = false;
cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];
};
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = dayz_isSwimming;
_cancel = false;
_reason = "";
_canBuildOnPlot = false;
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_vector = [];
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
fnc_SetPitchBankYawBuild = {
private ["_object","_rotations","_aroundX","_aroundY","_aroundZ","_dirX","_dirY","_dirZ","_upX","_upY","_upZ","_dir","_up","_dirXTemp",
"_upXTemp"];
_object = _this select 0;
_rotations = _this select 1;
_aroundX = _rotations select 0;
_aroundY = _rotations select 1;
_aroundZ = (360 - (_rotations select 2)) - 360;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
if (_aroundX != 0) then {
_dirY = cos _aroundX;
_dirZ = sin _aroundX;
_upY = -sin _aroundX;
_upZ = cos _aroundX;
};
if (_aroundY != 0) then {
_dirX = _dirZ * sin _aroundY;
_dirZ = _dirZ * cos _aroundY;
_upX = _upZ * sin _aroundY;
_upZ = _upZ * cos _aroundY;
};
if (_aroundZ != 0) then {
_dirXTemp = _dirX;
_dirX = (_dirXTemp* cos _aroundZ) - (_dirY * sin _aroundZ);
_dirY = (_dirY * cos _aroundZ) + (_dirXTemp * sin _aroundZ);
_upXTemp = _upX;
_upX = (_upXTemp * cos _aroundZ) - (_upY * sin _aroundZ);
_upY = (_upY * cos _aroundZ) + (_upXTemp * sin _aroundZ);
};
_dir = [_dirX,_dirY,_dirZ];
_up = [_upX,_upY,_upZ];
_object setVectorDirAndUp [_dir,_up];
DZE_BuildVector = [_dir,_up];
};
DZE_Q = false;
DZE_Z = false;
DZE_Q_alt = false;
DZE_Z_alt = false;
DZE_Q_ctrl = false;
DZE_Z_ctrl = false;
DZE_5 = false;
DZE_4 = false;
DZE_6 = false;
DZE_F = false;
DZE_cancelBuilding = false;
call gear_ui_init;
closeDialog 1;
if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};
_item = _this;
// Need Near Requirements
_abort = false;
_reason = "";
_needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");
{
switch(_x) do{
case "fire":
{
_distance = 3;
_isNear = {inflamed _x} count (_pos nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";
};
};
case "workshop":
{
_distance = 3;
_isNear = count (nearestObjects [_pos, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "workshop";
};
};
case "fueltank":
{
_distance = 30;
_isNear = count (nearestObjects [_pos, dayz_fuelsources, _distance]);
if(_isNear == 0) then {
_abort = true;
_reason = "fuel tank";
};
};
};
} forEach _needNear;
if(_abort) exitWith {
cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};
_requireplot = DZE_requireplot;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
};
_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
if((count _offset) <= 0) then {
_offset = [0,1.5,0];
};
_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_isLandFireDZ = (_classname == "Land_Fire_DZ");
_distance = DZE_PlotPole select 0;
_needText = localize "str_epoch_player_246";
if(_isPole) then {
_distance = DZE_PlotPole select 1;
};
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} count _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
// If item is plot pole && another one exists within 45m
if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
if(_IsNearPlot == 0) then {
// Allow building of plot
if(_requireplot == 0 || _isLandFireDZ) then {
_canBuildOnPlot = true;
};
} else {
// Since there are plots nearby we check for ownership && then for friend status
// check nearby plots ownership && then for friend status
_nearestPole = _findNearestPole select 0;
// Find owner
_ownerID = _nearestPole getVariable ["ownerPUID","0"];
diag_log format["Player_build start: [PlayerUID = %1] [OwnerID = %2]", _playerUID, _ownerID];
// check if friendly to owner
if(_playerUID == _ownerID) then { //Keep ownership
// owner can build anything within his plot except other plots
diag_log text "Player is owner";
if(!_isPole) then {
_canBuildOnPlot = true;
};
} else {
// disallow building plot
if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
};
// _message
if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };
_missing = "";
_hasrequireditem = true;
{
_hastoolweapon = _x in weapons player;
if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };
} count _require;
_hasbuilditem = _this in magazines player;
if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };
if (_hasrequireditem) then {
_location = [0,0,0];
_isOk = true;
// get inital players position
_location1 = [player] call FNC_GetPos;
_dir = getDir player;
// if ghost preview available use that instead
/*if (_ghost != "") then {
_classname = _ghost;
};*/
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_object setDir 0;
//Build gizmo
_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
_objectHelper setobjecttexture [0,_helperColor];
_objectHelper attachTo [player,_offset];
_object attachTo [_objectHelper,[0,0,0]];
_position = [_objectHelper] call FNC_GetPos;
_objHDiff = 0;
if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {
["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
DZE_updateVec = false;
DZE_memDir = getDir _objectHelper;
DZE_memForBack = 0;
DZE_memLeftRight = 0;
if !(_classname in DZE_noRotate) then{
s_player_setVectorsReset = player addaction ["Reset","custom\snap_pro\player_vectorChange.sqf","reset"];
s_player_setVectorsForward = player addaction ["Pitch Forward","custom\snap_pro\player_vectorChange.sqf","forward"];
s_player_setVectorsBack = player addaction ["Pitch Back","custom\snap_pro\player_vectorChange.sqf","back"];
s_player_setVectorsLeft = player addaction ["Bank Left","custom\snap_pro\player_vectorChange.sqf","left"];
s_player_setVectorsRight = player addaction ["Bank Right","custom\snap_pro\player_vectorChange.sqf","right"];
s_player_setVectors1 = player addaction ["Increment by 1 degree","custom\snap_pro\player_vectorChange.sqf","1"];
s_player_setVectors5 = player addaction ["Increment by 5 degrees","custom\snap_pro\player_vectorChange.sqf","5"];
s_player_setVectors45 = player addaction ["Increment by 45 degrees","custom\snap_pro\player_vectorChange.sqf","45"];
s_player_setVectors90 = player addaction ["Increment by 90 degrees","custom\snap_pro\player_vectorChange.sqf","90"];
};
while {_isOk} do {
_zheightchanged = false;
_zheightdirection = "";
_rotate = false;
if (DZE_Q) then {
DZE_Q = false;
_zheightdirection = "up";
_zheightchanged = true;
};
if (DZE_Z) then {
DZE_Z = false;
_zheightdirection = "down";
_zheightchanged = true;
};
if (DZE_Q_alt) then {
DZE_Q_alt = false;
_zheightdirection = "up_alt";
_zheightchanged = true;
};
if (DZE_Z_alt) then {
DZE_Z_alt = false;
_zheightdirection = "down_alt";
_zheightchanged = true;
};
if (DZE_Q_ctrl) then {
DZE_Q_ctrl = false;
_zheightdirection = "up_ctrl";
_zheightchanged = true;
};
if (DZE_Z_ctrl) then {
DZE_Z_ctrl = false;
_zheightdirection = "down_ctrl";
_zheightchanged = true;
};
if (DZE_4) then {
_rotate = true;
DZE_4 = false;
_dir = -45;
DZE_memDir = DZE_memDir - 45;
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
_dir = 45;
DZE_memDir = DZE_memDir + 45;
};
if(DZE_updateVec) then{
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild;
DZE_updateVec = false;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelper attachTo [player];
DZE_memDir = DZE_memDir-(getDir player);
helperDetach = false;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild;
} else {
detach _objectHelper;
DZE_memDir = getDir _objectHelper;
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild;
[_objectHelper] call FNC_GetSetPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
DZE_F = false;
};
if(_rotate) then {
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild;
};
if(_zheightchanged) then {
if (!helperDetach) then {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
};
_position = [_objectHelper] call FNC_GetPos;
if(_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
_objHDiff = _objHDiff + 0.1;
};
if(_zheightdirection == "down") then {
_position set [2,((_position select 2)-0.1)];
_objHDiff = _objHDiff - 0.1;
};
if(_zheightdirection == "up_alt") then {
_position set [2,((_position select 2)+1)];
_objHDiff = _objHDiff + 1;
};
if(_zheightdirection == "down_alt") then {
_position set [2,((_position select 2)-1)];
_objHDiff = _objHDiff - 1;
};
if(_zheightdirection == "up_ctrl") then {
_position set [2,((_position select 2)+0.01)];
_objHDiff = _objHDiff + 0.01;
};
if(_zheightdirection == "down_ctrl") then {
_position set [2,((_position select 2)-0.01)];
_objHDiff = _objHDiff - 0.01;
};
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
if (surfaceIsWater _position) then {
_objectHelper setPosASL _position;
} else {
_objectHelper setPosATL _position;
};
if (!helperDetach) then {
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYawBuild;
};
sleep 0.5;
_location2 = [player] call FNC_GetPos;
_objectHelperPos = [_objectHelper] call FNC_GetPos;
if(DZE_5) exitWith {
_isOk = false;
_position = [_object] call FNC_GetPos;
detach _object;
_dir = getDir _object;
_vector = [(vectorDir _object),(vectorUp _object)];
_position = getPosATL _object;
//diag_log format["DEBUG BUILDING POS: %1", _position];
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Object is placed to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 10 meters";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (player getVariable["combattimeout", 0] >= time) exitWith {
_isOk = false;
_cancel = true;
_reason = (localize "str_epoch_player_43");
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (DZE_cancelBuilding) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cancelled building.";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
};
if !(_classname in DZE_noRotate) then{
player removeAction s_player_setVectorsReset;
player removeAction s_player_setVectorsForward;
player removeAction s_player_setVectorsBack;
player removeAction s_player_setVectorsLeft;
player removeAction s_player_setVectorsRight;
player removeAction s_player_setVectors1;
player removeAction s_player_setVectors5;
player removeAction s_player_setVectors45;
player removeAction s_player_setVectors90;
};
//No building on roads unless toggled
if (!DZE_BuildOnRoads) then {
if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
};
// No building in trader zones
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
if(!_cancel) then {
_classname = _classnametmp;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
// Get position based on object
_location = _position;
if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
_location set [2,0];
};
_tmpbuilt setVectorDirAndUp _vector;
if (surfaceIsWater _location) then {
_tmpbuilt setPosASL _location;
} else {
_tmpbuilt setPosATL _location;
};
cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];
_limit = 3;
if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
};
};
_isOk = true;
_proceed = false;
_counter = 0;
while {_isOk} do {
[10,10] call dayz_HungerThirst;
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
r_doLoop = false;
};
if (DZE_cancelBuilding) exitWith {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
_num_removed = ([player,_item] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
if (_isPole) then {
[] spawn player_plotPreview;
};
_tmpbuilt setVariable ["OEMPos",_location,true];
if(_lockable > 1) then {
_combinationDisplay = "";
switch (_lockable) do {
case 2: { // 2 lockbox
_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
dayz_combination = _combination;
if (_combination_1 == 100) then {
_combination_1_Display = "Red";
};
if (_combination_1 == 101) then {
_combination_1_Display = "Green";
};
if (_combination_1 == 102) then {
_combination_1_Display = "Blue";
};
_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
};
case 3: { // 3 combolock
_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
dayz_combination = _combination;
_combinationDisplay = _combination;
};
case 4: { // 4 safe
_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination_4 = floor(random 10);
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
dayz_combination = _combination;
_combinationDisplay = _combination;
};
};
_tmpbuilt setVariable ["CharacterID",_combination,true];
_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname];
publicVariableServer "PVDZE_obj_Publish";
cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];
} else {
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
// fire?
if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
_tmpbuilt spawn player_fireMonitor;
} else {
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID,_vector],_classname];
publicVariableServer "PVDZE_obj_Publish";
};
};
} else {
deleteVehicle _tmpbuilt;
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
};
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
deleteVehicle _tmpbuilt;
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
};
};
DZE_ActionInProgress = false;
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment