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

@@ -1,4 +1,4 @@
private ["_playerObj","_myGroup","_playerUID","_playerPos","_playerName","_puid","_timeout","_message"];
private ["_playerObj","_myGroup","_playerUID","_playerPos","_playerName","_message"];
_playerUID = _this select 0;
_playerName = _this select 1;
@@ -7,8 +7,7 @@ _playerPos = [];
//Lets search all playerable units looking for the objects that matches our playerUID
{
_puid = [_x] call FNC_GetPlayerUID;
if (_puid == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
} forEach playableUnits;
//If for some reason the playerOBj does not exist lets exit the disconnect system.
@@ -16,8 +15,7 @@ if (isNil "_playerObj") exitWith {
diag_log format["%1: nil player object, _this:%2", __FILE__, _this];
};
_puid = [_playerObj] call FNC_GetPlayerUID;
//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName _puid, _puid, typeName _playerUID, _playerUID];
//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
//If the the playerObj exists lets run all sync systems
@@ -32,7 +30,7 @@ diag_log format["INFO - Player: %3(UID:%1/CID:%2) as (%4), logged off at %5%6",
getPlayerUID _playerObj,
_characterID,
_playerObj call fa_plr2str,
typeOf _playerObj,
typeOf _playerObj,
(getPosATL _playerObj) call fa_coor2str,
if ((_lastDamage > 5 AND (_lastDamage < 30)) AND ((alive _playerObj) AND (_playerObj distance (getMarkerpos "respawn_west") >= 2000))) then {" while in combat ("+str(_lastDamage)+" seconds left)"} else {""}
];