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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Fix floating loot after remove, pack or output from fn_dropItem
This commit is contained in:
@@ -20,9 +20,10 @@
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[FIXED] Crafting wooden arrows from wood piles and razors was not possible. (d4b46e4) @AirwavesMan
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[FIXED] Top snap point for half cinder wall was incorrect. (8f10a36) @ndavalos, @AirwavesMan
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[FIXED] The RPK-74 magazine could not be used with all AK-74 versions. (82485ea) @AirwavesMan
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[FIXED] Multiple Vehicle Upgrades were not possbile. (ac884f2), (a430f79), (c24504a) @F507DMT
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[FIXED] Multiple Vehicle Upgrades were not possibile. (ac884f2), (a430f79), (c24504a) @F507DMT
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[FIXED] Fix an inventory dupe if on water. (a052ba7), (baf92eb) @F507DMT
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[FIXED] The pickaxe and the broken pickaxe spawned in the ground on loot spawn. @AirwavesMan
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[FIXED] The pickaxe and the broken pickaxe spawned in the ground on loot spawn. (a09bb81a) @AirwavesMan
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[FIXED] Fix floating loot from remove, pack and fn_dropItem. @AirwavesMan
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[UPDATED] Spawning of Zombies and Loot in Safe Zones can now be toggled, disabled by default, see configVariables.sqf/DZE_SafeZoneZombieLoot (6248add, 141b25e) @oiad @_Lance_
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[UPDATED] Added notification when status icons are disabled. (e04f0fc) @ebayShopper
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@@ -4,7 +4,7 @@ dayz_actionInProgress = true;
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delete object from db with extra waiting by [VB]AWOL
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parameters: _obj
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*/
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private ["_obj","_objectID","_objectUID","_finished","_isOk","_proceed","_counter","_limit","_objType","_itemOut","_countOut","_selectedRemoveOutput","_nearestPole","_ownerID","_refundpart","_isWreck","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund","_ipos","_item","_radius","_isWreckBuilding","_nameVehicle","_isModular","_success","_lootGroupIndex","_output"];
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private ["_plotcheck","_PlayerNear","_isMine","_obj","_objectID","_objectUID","_finished","_isOk","_proceed","_counter","_limit","_objType","_itemOut","_countOut","_selectedRemoveOutput","_nearestPole","_refundpart","_isWreck","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund","_ipos","_item","_isWreckBuilding","_nameVehicle","_isModular","_success","_lootGroupIndex","_output"];
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player removeAction s_player_deleteBuild;
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s_player_deleteBuild = 1;
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@@ -38,7 +38,6 @@ _isRemovable = _objType in DZE_isRemovable;
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_isWreckBuilding = _objType in DZE_isWreckBuilding;
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_isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck"];
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_isModular = _obj isKindOf "ModularItems";
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_distance = DZE_PlotPole select 0;
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_PlayerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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if (_PlayerNear && (_isMine or _objType == "Land_ammo_supply_wreck")) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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@@ -58,6 +57,8 @@ _IsNearPlot = _plotcheck select 1;
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_nearestPole = _plotcheck select 2;
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if(_IsNearPlot >= 1) then {
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private ["_buildcheck","_isowner","_isfriendly"];
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// Since there are plot poles nearby we need to check ownership && friend status
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_buildcheck = [player, _nearestPole] call FNC_check_access;
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_isowner = _buildcheck select 0;
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@@ -89,7 +90,7 @@ while {_isOk} do {
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_isOk = false;
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_proceed = false;
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};
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format[localize "str_epoch_player_163",_nameVehicle,(_counter + 1),_limit] call dayz_rollingMessages;
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[player,"repair",0,false,20] call dayz_zombieSpeak;
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@@ -150,7 +151,7 @@ if (_proceed && _success) then {
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// Double check that object is not null
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if(!isNull(_obj)) then {
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_ipos = getPosATL _obj;
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if(!_isWreck && !_isWreckBuilding) then {
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//Server performs deleteVehicle
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PVDZ_obj_Destroy = [_objectID,_objectUID,player,_obj,dayz_authKey];
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@@ -158,7 +159,7 @@ if (_proceed && _success) then {
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} else {
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deleteVehicle _obj;
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};
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if (_isWreckBuilding) then {
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PVDZ_send = [player,"RemoveObject",_ipos];
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publicVariableServer "PVDZ_send";
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@@ -194,10 +195,10 @@ if (_proceed && _success) then {
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if ({_objType in _x} count DZE_modularConfig > 0) then {
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{
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private ["_class", "_refund"];
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_class = _x select 0;
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_refund = _x select 1;
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if (_objType == _class) then {
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{_selectedRemoveOutput set [count _selectedRemoveOutput,_x];} forEach _refund;
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};
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@@ -214,14 +215,10 @@ if (_proceed && _success) then {
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[localize "str_epoch_player_90",1] call dayz_rollingMessages;
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};
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if (_ipos select 2 < 0) then {
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_ipos set [2,0];
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};
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_radius = 1;
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if (_isMine) then {
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if((random 10) <= 4) then {
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private ["_gems","_weights","_gemSelected"];
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_gems = [];
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_weights = [];
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{
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@@ -235,7 +232,16 @@ if (_proceed && _success) then {
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// give refund items
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if((count _selectedRemoveOutput) > 0 && !_preventRefund) then {
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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private "_posPlayer";
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_posPlayer = getPosATL player;
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_iPos set [2,_posPlayer select 2];
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if (_iPos select 2 < 0) then {
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_iPos set [2,0];
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};
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_item = "WeaponHolder" createVehicle [0,0,0];
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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@@ -254,7 +260,6 @@ if (_proceed && _success) then {
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} count _selectedRemoveOutput;
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_item setposATL _iPos;
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player reveal _item;
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DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on item
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player action ["Gear", _item];
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@@ -265,4 +270,4 @@ if (_proceed && _success) then {
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};
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dayz_actionInProgress = false;
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s_player_deleteBuild = -1;
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s_player_deleteBuild = -1;
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@@ -17,15 +17,18 @@ _nearByPile= nearestObjects [_pos, ["WeaponHolder","WeaponHolderBase"],PILE_SEAR
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if (count _nearByPile == 0) then {
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//No weapon holders found in the radius, spawn a new one
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_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
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_holder = "WeaponHolder" createVehicle [0,0,0];
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_holder setPosATL _pos;
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} else {
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//Found a near by weapon holder lets select it.
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_holder = _nearByPile select 0;
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if (!_manualPos) then {
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private "_objects";
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//check to make sure the player can see the selected weapon holder.
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_objects = lineIntersectsWith [(_holder modeltoWorld PILE_OFFSET), _pos, player, _holder, true];
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//Can you see the current selected weapon holder
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if (count _objects > 0) then {
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//Unable to see the current selected weapon holder within the radius lets create a new one.
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@@ -42,4 +45,4 @@ switch _type do {
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};
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//Revel the item
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player reveal _holder;
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player reveal _holder;
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@@ -4,7 +4,7 @@
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_alreadyPacking","_backpacks","_bag","_campItems","_dir","_holder","_magazines","_obj","_objectID","_objectUID","_ownerID","_packobj","_playerNear","_pos","_weapons","_finished"];
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private ["_alreadyPacking","_backpacks","_bag","_campItems","_dir","_holder","_magazines","_obj","_objectID","_objectUID","_ownerID","_packobj","_playerNear","_pos","_weapons","_finished","_posPlayer"];
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_obj = _this;
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_ownerID = _obj getVariable["CharacterID","0"];
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@@ -42,13 +42,21 @@ if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems)
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if (isNull _obj) exitWith {};
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if (!_finished) exitWith {_obj setVariable["packing",0,true];};
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_posPlayer = getPosATL player;
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_pos set [2,_posPlayer select 2];
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if (_pos select 2 < 0) then {
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_pos set [2,0];
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};
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//place tent (local)
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_bag = createVehicle [_packobj, _pos, [], 0, "CAN_COLLIDE"];
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_bag = _packobj createVehicle [0,0,0];
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_bag setDir _dir;
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player reveal _bag;
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_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
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_bag setPosATL _pos;
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_holder = "WeaponHolder" createVehicle [0,0,0];
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_holder setPosATL _pos;
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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@@ -59,6 +67,8 @@ if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems)
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[_weapons,_magazines,_backpacks,_holder] call fn_addCargo;
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player reveal _holder;
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localize "str_success_tent_pack" call dayz_rollingMessages;
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} else {
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localize "str_fail_tent_pack" call dayz_rollingMessages;
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@@ -1,10 +1,11 @@
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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/*
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[_obj] spawn player_packVault;
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*/
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private ["_obj","_ownerID","_objectID","_objectUID","_location1","_location2","_packedClass","_text","_playerNear","_finished"];
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_obj","_ownerID","_objectID","_objectUID","_location1","_location2","_packedClass","_text","_playerNear","_finished","_ComboMatch"];
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_obj = _this;
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_packedClass = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "packedClass");
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@@ -31,11 +32,11 @@ if (_objectID == "0" && _objectUID == "0") exitWith {dayz_actionInProgress = fal
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if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith { dayz_actionInProgress = false; s_player_packvault = -1; format[localize "str_epoch_player_119",_text] call dayz_rollingMessages;};
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format[localize "str_epoch_player_121",_text] call dayz_rollingMessages;
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uiSleep 1;
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uiSleep 1;
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_location1 = getPosATL player;
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uiSleep 5;
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_location2 = getPosATL player;
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if(_location1 distance _location2 > 0.1) exitWith {
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format[localize "str_epoch_player_122",_text] call dayz_rollingMessages;
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s_player_packvault = -1;
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@@ -44,22 +45,22 @@ if(_location1 distance _location2 > 0.1) exitWith {
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if (!isNull _obj && alive _obj) then {
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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_finished = ["Medic",1] call fn_loopAction;
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if (isNull _obj or !_finished) exitWith {};
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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[_packedClass,objNull] call fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,2];
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publicVariableServer "PVDZE_handleSafeGear";
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publicVariableServer "PVDZE_handleSafeGear";
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//wait for response from server to verify pack was logged and gear added before proceeding
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waitUntil {!isNil "dze_waiting"};
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format[localize "str_epoch_player_123",_text] call dayz_rollingMessages;
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};
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s_player_packvault = -1;
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