<commit_before>// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2016 A3Wasteland.com *
// ******************************************************************************************
//  @file Name: fn_resupplyTruck.sqf
//  @file Author: Wiking, AgentRev, micovery

#define RESUPPLY_TRUCK_DISTANCE 20
#define REARM_TIME_SLICE 5
#define REPAIR_TIME_SLICE 1
#define REFUEL_TIME_SLICE 1
#define PRICE_RELATIONSHIP 4 // resupply price = brand-new store price divided by PRICE_RELATIONSHIP
#define RESUPPLY_TIMEOUT 30

// Check if mutex lock is active.
if (mutexScriptInProgress) exitWith {
	titleText ["You are already performing another action.", "PLAIN DOWN", 0.5];
};

mutexScriptInProgress = true;
doCancelAction = false;

params ["", ["_unit",objNull,[objNull]]];

_vehicle = vehicle _unit;

//check if caller is in vehicle
if (_vehicle == _unit) exitWith {};

_resupplyThread = [_vehicle, _unit] spawn
{
	params ["_vehicle", "_unit"];

	_vehClass = typeOf _vehicle;
	_vehCfg = configFile >> "CfgVehicles" >> _vehClass;
	_vehName = getText (_vehCfg >> "displayName");
	_isUAV = (round getNumber (_vehCfg >> "isUav") >= 1);
	_isStaticWep = _vehClass isKindOf "StaticWeapon";<commit_msg>resupply<commit_after>// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2016 A3Wasteland.com *
// ******************************************************************************************
//  @file Name: fn_resupplyTruck.sqf
//  @file Author: Wiking, AgentRev, micovery

#define RESUPPLY_TRUCK_DISTANCE 20
#define REARM_TIME_SLICE 5
#define REPAIR_TIME_SLICE 1
#define REFUEL_TIME_SLICE 1
#define PRICE_RELATIONSHIP 5 // resupply price = brand-new store price divided by PRICE_RELATIONSHIP
#define RESUPPLY_TIMEOUT 30

// Check if mutex lock is active.
if (mutexScriptInProgress) exitWith {
	titleText ["You are already performing another action.", "PLAIN DOWN", 0.5];
};

mutexScriptInProgress = true;
doCancelAction = false;

params ["", ["_unit",objNull,[objNull]]];

_vehicle = vehicle _unit;

//check if caller is in vehicle
if (_vehicle == _unit) exitWith {};

_resupplyThread = [_vehicle, _unit] spawn
{
	params ["_vehicle", "_unit"];

	_vehClass = typeOf _vehicle;
	_vehCfg = configFile >> "CfgVehicles" >> _vehClass;
	_vehName = getText (_vehCfg >> "displayName");
	_isUAV = (round getNumber (_vehCfg >> "isUav") >= 1);
	_isStaticWep = _vehClass isKindOf "StaticWeapon";
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