Remove FNC_getPlayerUID

It's been over two years since it was added. All servers should be
updated to steam ID by now.
This commit is contained in:
ebaydayz
2016-08-23 15:40:26 -04:00
parent 7d27b5c0b1
commit 134a614255
30 changed files with 76 additions and 128 deletions

View File

@@ -68,7 +68,7 @@ _targetType = if(typeOf _target in DZE_DoorsLocked) then { "DOOR"; } else { "GEN
// determine owner and player id
// and check if player is owner of target object
_playerUID = [_player] call FNC_GetPlayerUID;
_playerUID = getPlayerUID _player;
_characterID = dayz_characterID;
if(DZE_permanentPlot) then {
_targetOwnerUID = _target getVariable ["ownerPUID","0"];

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@@ -14,7 +14,7 @@ if ((vehicle player) == player) then {
if (DZE_BackpackAntiTheft) then {
_friendlies = player getVariable ["friendlies",[]];
_rID = if (DZE_permanentPlot) then { [_cTarget] call FNC_GetPlayerUID } else { _cTarget getVariable ["CharacterID","0"] };
_rID = if (DZE_permanentPlot) then { getPlayerUID _cTarget } else { _cTarget getVariable ["CharacterID","0"] };
if ((!canbuild or isInTraderCity) && {_cTarget isKindOf "Man"} && {alive _cTarget} && {isPlayer _cTarget} && {!(_rID in _friendlies)} && {(player distance _cTarget) < 12}) then {
localize "STR_EPOCH_PLAYER_316" call dayz_rollingMessages;
_display closeDisplay 1;

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@@ -265,7 +265,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
_characterID = _cursorTarget getVariable ["CharacterID","0"];
if (DZE_permanentPlot) then {
_id = [player] call FNC_GetPlayerUID;
_id = dayz_playerUID;
_ownerID = _cursorTarget getVariable ["ownerPUID","0"];
} else {
_id = dayz_characterID;

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@@ -1,16 +0,0 @@
private ["_object","_version","_PID"];
_object = _this select 0;
_version = productVersion select 3;
if (DayZ_UseSteamID) then {
_PID = GetPlayerUID _object;
} else {
if (_version >= 125548) then {
_PID = call (compile "GetPlayerUIDOld _object");
} else {
_PID = GetPlayerUID _object;
diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version];
};
};
_PID

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@@ -11,7 +11,7 @@ if (dialog) then {closeDialog 0;};
if (visibleMap) then {openMap false;};
_body = player;
_playerID = [player] call FNC_GetPlayerUID;
_playerID = getPlayerUID player;
disableUserInput true;
//add weapon on back to player

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@@ -10,7 +10,7 @@ _position = player modeltoWorld [0,0,0];
_dir = getDir player;
_currentAnim = animationState player;
//_currentCamera = cameraView;
_playerUID = [player] call FNC_GetPlayerUID;
_playerUID = getPlayerUID player;
//BackUp Weapons and Mags
_weapons = weapons player;

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@@ -3,7 +3,7 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_playerID","_claimedBy","_text","_objType","_ComboMatch","_near"];
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch","_near"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -40,17 +40,16 @@ if (_alreadyPacking == 1) exitWith {DZE_ActionInProgress = false; format[localiz
if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
// Check if any players are nearby if not allow player to claim item.
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
_playerID = [player] call FNC_GetPlayerUID;
// Only allow if not already claimed.
if (_claimedBy == "0" || !_playerNear) then {
// Since item was not claimed proceed with claiming it.
_obj setVariable["claimed",_playerID,true];
_obj setVariable["claimed",dayz_playerUID,true];
};
_claimedBy = _obj getVariable["claimed","0"];
if (_claimedBy == _playerID) then {
if (_claimedBy == dayz_playerUID) then {
if (!isNull _obj && alive _obj) then {
_obj setVariable["packing",1];
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;

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@@ -255,10 +255,10 @@ if (!isNull _humanityTarget && {isPlayer _humanityTarget} && {alive _humanityTar
// Display name if player opt-in or if friend
_friendlies = player getVariable ["friendlies", []];
if (DZE_permanentPlot) then {
_id = [player] call FNC_GetPlayerUID;
_rID = [_humanityTarget] call FNC_GetPlayerUID;
_id = dayz_playerUID;
_rID = getPlayerUID _humanityTarget;
} else {
_id = player getVariable ["CharacterID","0"];
_id = dayz_characterID;
_rID = _humanityTarget getVariable ["CharacterID","0"];
};
_rfriendlies = _humanityTarget getVariable ["friendlies", []];

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@@ -161,10 +161,10 @@ if (!isNull _humanityTarget && {isPlayer _humanityTarget} && {alive _humanityTar
// Display name if player opt-in or if friend
_friendlies = player getVariable ["friendlies", []];
if (DZE_permanentPlot) then {
_id = [player] call FNC_GetPlayerUID;
_rID = [_humanityTarget] call FNC_GetPlayerUID;
_id = dayz_playerUID;
_rID = getPlayerUID _humanityTarget;
} else {
_id = player getVariable ["CharacterID","0"];
_id = dayz_characterID;
_rID = _humanityTarget getVariable ["CharacterID","0"];
};

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@@ -186,10 +186,10 @@ if (!isNull _humanityTarget && {isPlayer _humanityTarget} && {alive _humanityTar
// Display name if player opt-in or if friend
_friendlies = player getVariable ["friendlies", []];
if (DZE_permanentPlot) then {
_id = [player] call FNC_GetPlayerUID;
_rID = [_humanityTarget] call FNC_GetPlayerUID;
_id = dayz_playerUID;
_rID = getPlayerUID _humanityTarget;
} else {
_id = player getVariable ["CharacterID","0"];
_id = dayz_characterID;
_rID = _humanityTarget getVariable ["CharacterID","0"];
};
_rfriendlies = _humanityTarget getVariable ["friendlies", []];