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Avoid sending humanity hit if source is local
We only want to send a humanity hit if the source is a remote player.
Note it's not necessary to check isNull since (isPlayer objNull) returns
false.
Vanilla commit:
7402b240df
This commit is contained in:
@@ -85,7 +85,7 @@ if (_unit == player) then {
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if (_hit == "" && _ammo != "Crash") exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
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if (_hit == "" && _ammo != "Crash") exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
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{
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{
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if (_source != player && _isPlayer && alive player) then
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if (!local _source && _isPlayer && alive player) then
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{
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{
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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@@ -80,7 +80,7 @@ _array = _this;
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if (count _array > 0) then {
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if (count _array > 0) then {
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_source = _array select 0;
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_source = _array select 0;
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_method = _array select 1;
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_method = _array select 1;
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if (!isNull _source && _source != player && isPlayer _source) then { //Don't send humanity hit to AI units
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if (!local _source && isPlayer _source) then {
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_isBandit = (player getVariable["humanity",0]) <= -2000;
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_isBandit = (player getVariable["humanity",0]) <= -2000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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