Retire DZE_MissionLootTable variable

AFAIK there is no performance difference between configFile and
missionConfigFile.

Using missionConfigFile by default simplifies loot scripts and makes the
extra config variable unnecessary. It's one less step for admins to
customize their tables.
This commit is contained in:
ebaydayz
2016-08-23 12:57:12 -04:00
parent 10b006d4eb
commit 29acecc2f2
55 changed files with 58 additions and 80 deletions

View File

@@ -1,6 +1,8 @@
To use DZE_MissionLootTable = true; copy this CfgLoot folder to your mission.
To customize the loot tables copy this CfgLoot folder to your mission.
Then in description.ext add at the top:
Then in description.ext replace this line:
#include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp"
with this:
#include "CfgLoot\CfgLoot.hpp"

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@@ -28,7 +28,7 @@ _vectorUp = vectorUp _this;
if (Vector_Angle(Vector_UP,_vectorUp) > 20) exitWith { 0 };
_type = typeOf _this;
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> _type} else {configFile >> "CfgLoot" >> "Buildings" >> _type};
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type;
if (!isClass _config) exitWith {};

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@@ -10,7 +10,7 @@ if (count _this > 1) then {
};
_type = typeOf _obj;
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> _type} else {configFile >> "CfgLoot" >> "Buildings" >> _type};
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type;
_canLoot = isClass (_config);
_originalPos = getPosATL _obj;

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@@ -107,7 +107,7 @@ if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; };
//Spawn Zeds & loot in buildings
{
_type = typeOf _x;
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> _type} else {configFile >> "CfgLoot" >> "Buildings" >> _type};
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type;
_canSpawn = isClass (_config);
if (_canSpawn) then {

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@@ -78,7 +78,7 @@ if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < d
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
if (count _unitTypes == 0) then {
_unitTypes = if (DZE_MissionLootTable) then {getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass")} else {getArray (configFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass")};
_unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
};
// lets create an agent

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@@ -539,7 +539,6 @@ if (isNil "dayz_paraSpawn") then {dayz_paraSpawn = false;};
if (isNil "DZE_BuildingLimit") then {DZE_BuildingLimit = 150;};
if (isNil "DZE_BuildOnRoads") then {DZE_BuildOnRoads = false;};
if (isNil "DZE_ConfigTrader") then {DZE_ConfigTrader = true;};
if (isNil "DZE_MissionLootTable") then {DZE_MissionLootTable = false;};
if (isNil "DZE_SelfTransfuse") then {DZE_SelfTransfuse = false;};
if (isNil "DZE_selfTransfuse_Values") then {DZE_selfTransfuse_Values = [12000,15,120];};
if (isNil "DZE_PlotPole") then {DZE_PlotPole = [30,45];};
@@ -587,7 +586,7 @@ if (isServer) then {
if (!isDedicated) then {
dayz_buildingBubbleMonitor = [];
dayz_baseTypes = if (DZE_MissionLootTable) then {getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass")} else {getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass")};
dayz_baseTypes = getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
//temperature variables
dayz_temperatur = 36; //TeeChange

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@@ -54,7 +54,7 @@ dz_loot_groups = [];
dz_loot_weighted = [];
dz_loot_definitions = [];
_cfgGroups = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Groups"} else {configFile >> "CfgLoot" >> "Groups"};
_cfgGroups = missionConfigFile >> "CfgLoot" >> "Groups";
for "_i" from 0 to (count _cfgGroups) - 1 do
{

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@@ -57,7 +57,7 @@ sched_buriedZeds = {
//_a = _a + 1;
_b = nearestBuilding _z;
if (!isNull _b) then {
_config = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos"} else {configFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos"};
_config = missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _b) >> "zedPos";
_zedPos = [] + getArray _config;
if ((count _zedPos > 0) and {([_b, _pos] call _checkInsideBuilding)}) then {
_elevation = (_b modelToWorld (_zedPos select 0)) select 2; // ATL