Consolidate weapon/magazine/backpack adding to function

This moves a lot of duplicated code from a server side only function
(server_addCargo) to a client/server function called fn_addCargo.
This commit is contained in:
oiad
2017-11-19 11:06:00 +13:00
parent 63fe9f8e87
commit 2f178d8978
9 changed files with 76 additions and 96 deletions

View File

@@ -66,7 +66,7 @@ switch (_status) do {
if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];};
deleteVehicle _obj;
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
[_weapons,_magazines,_backpacks,_holder] call fn_addCargo;
};
case 1: { //Locking
_lockedClass = getText (configFile >> "CfgVehicles" >> _type >> "lockedClass");
@@ -110,7 +110,7 @@ switch (_status) do {
_holder setDir _dir;
_holder setPosATL _pos;
_holder addMagazineCargoGlobal [getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem"),1];
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
[_weapons,_magazines,_backpacks,_holder] call fn_addCargo;
// Delete safe from database
[_objectID,_objectUID] call server_deleteObjDirect;

View File

@@ -69,12 +69,12 @@ if (_outcome != "PASS") then {
#endif
// add items from previous vehicle here
_weapons = getWeaponCargo _object;
_magazines = getMagazineCargo _object;
_backpacks = getBackpackCargo _object;
_weapons = getWeaponCargo _object;
_magazines = getMagazineCargo _object;
_backpacks = getBackpackCargo _object;
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
clearBackpackCargoGlobal _object;
deleteVehicle _object;
@@ -85,7 +85,7 @@ if (_outcome != "PASS") then {
// switch var to new vehicle at this point.
_object = _newobject;
_object setVariable ["ObjectID", _oid, true];
_object setVariable ["lastUpdate",diag_tickTime];
_object setVariable ["CharacterID", _characterID, true];
@@ -94,8 +94,8 @@ if (_outcome != "PASS") then {
_object setDir _dir;
_object setPosATL _location;
_object setVectorUp surfaceNormal _location;
[_weapons,_magazines,_backpacks,_object] call server_addCargo;
[_weapons,_magazines,_backpacks,_object] call fn_addCargo;
_object call fnc_veh_ResetEH;
// for non JIP users this should make sure everyone has eventhandlers for vehicles.
@@ -106,4 +106,4 @@ if (_outcome != "PASS") then {
(owner _activatingPlayer) publicVariableClient "dze_waiting";
diag_log format["PUBLISH: %1(%2) upgraded %3 with UID %4 @%5",(_activatingPlayer call fa_plr2str),_playerUID,_class,_uid,(_location call fa_coor2str)];
};
};

View File

@@ -36,7 +36,6 @@ server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\e
server_verifySender = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_verifySender.sqf";
// EPOCH ADDITIONS
server_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_addCargo.sqf";
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders