Update vanilla fence damage

Vanilla commits:

b56d85eb99

2eb963dc3f

8b4a985cf6
This commit is contained in:
ebayShopper
2017-11-18 17:43:06 -05:00
parent 9b96ddd2c3
commit 137f448793
3 changed files with 42 additions and 19 deletions

View File

@@ -80,29 +80,26 @@ _damage = switch (1==1) do {
};
//Just incase damage from melee is 0 (higher tier fences have no melee damage) we return false
if (_damage == 0) then { _damage = false; };
//if (_damage == 0) then { _damage = false; };
/*
//Server running or client
//Server running or client
if (_damage > 0) then {
if (isServer) then {
if !(_obj in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj];
};
//TotalDamage Set by the server
_obj setDamage (damage _obj) + _damage;
[_obj,(damage _obj) + _damage,"SERVER",dayz_serverKey] call server_addtoFenceUpdateArray;
//diag_log format["Server Reporting - %1",needUpdate_FenceObjects];
} else {
//If its a client send to server for saving and damage setting.
PVDZ_fence_Update = [_obj,(damage _obj) + _damage];
PVDZ_fence_Update = [_obj,(damage _obj) + _damage,dayz_playerUID,dayz_authKey];
publicVariableServer "PVDZ_fence_Update";
//diag_log ("Client Reporting");
};
*/
};
diag_log format["Object: %1, Damage:%4 + %5(%2), Projectile:%3",(typeof _obj),((damage _obj) + _damage),((_this select 0) select 4),(damage _obj),_damage];
// all "HandleDamage event" functions should return the effective damage that the engine will record for that part
(damage _obj) + _damage
//(damage _obj) + _damage
false

View File

@@ -232,6 +232,8 @@ _object_maintenance = {
_variables set [count _variables, ["ownerArray", _ownerArray]];
_variables set [count _variables, ["padlockCombination", _accessArray]];
_object setDamage 0;
if (_objectID == "0") then {
//_key = format["CHILD:309:%1:%2:",_objectUID,_ownerArray];
_key = format["CHILD:306:%1:%2:%3:",_objectUID,[],0]; //Wont work just now.

View File

@@ -86,17 +86,41 @@ dayz_Achievements = {
//Send fences to this array to be synced to db, should prove to be better performaince wise rather then updaing each time they take damage.
server_addtoFenceUpdateArray = {
//Potential problem no current way to say what is setting the damage.
if ((_this select 0) isKindOf "DZ_buildables") then {
(_this select 0) setDamage (_this select 1);
private ["_class","_clientKey","_damage","_exitReason","_index","_object","_playerUID"];
_object = _this select 0;
_damage = _this select 1;
_playerUID = _this select 2;
_clientKey = _this select 3;
_index = dayz_serverPUIDArray find _playerUID;
_class = typeOf _object;
if !((_this select 0) in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, (_this select 0)];
_exitReason = switch true do {
//Can't use owner because player may already be dead, can't use distance because player may be far from fence
case (_clientKey == dayz_serverKey): {""};
case (_index < 0): {
format["Server_AddToFenceUpdateArray error: PUID NOT FOUND ON SERVER. PV ARRAY: %1",_this]
};
case ((dayz_serverClientKeys select _index) select 1 != _clientKey): {
format["Server_AddToFenceUpdateArray error: CLIENT AUTH KEY INCORRECT OR UNRECOGNIZED. PV ARRAY: %1",_this]
};
case !(_class isKindOf "DZ_buildables"): {
format["Server_AddToFenceUpdateArray error: setDamage request on non DZ_buildable. PV ARRAY: %1",_this]
};
default {""};
};
if (_exitReason != "") exitWith {diag_log _exitReason};
_object setDamage _damage;
if !(_object in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, _object];
if (_playerUID != "SERVER") then {
diag_log format["DAMAGE: PUID(%1) requested setDamage %2 on fence %3 ID:%4 UID:%5",_playerUID,_damage,_class,(_object getVariable["ObjectID","0"]),(_object getVariable["ObjectUID","0"])];
};
};
};
vehicle_handleServerKilled = {
private ["_unit","_killer"];
_unit = _this select 0;