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https://github.com/EpochModTeam/DayZ-Epoch.git
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Fix fn_waitForObject handling multiple of same object type
Forgot to handle case where there is already one or more of that object type in the area (safes, cars, etc.).
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@@ -3,7 +3,7 @@
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Usage: [_obj] spawn player_unlockVault;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
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private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType","_near"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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@@ -41,14 +41,16 @@ if (!isNull _obj) then {
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disableUserInput true; // Make sure player can not modify gear while it is being saved
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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_near = nearestObjects [player,[_lockedClass],50];
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[_lockedClass,objNull,_near] spawn fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,1];
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publicVariableServer "PVDZE_handleSafeGear";
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//wait for response from server to verify safe was logged and saved before proceeding
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waitUntil {!isNil "dze_waiting"};
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disableUserInput false; // Safe is done saving now
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[_lockedClass,objNull] spawn fn_waitForObject;
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format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
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};
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s_player_lockvault = -1;
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