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.).
This commit is contained in:
ebaydayz
2016-08-22 20:13:39 -04:00
parent a70501cf59
commit 38b2a551bd
12 changed files with 47 additions and 29 deletions

View File

@@ -3,7 +3,7 @@
Usage: [_obj] spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_playerID","_claimedBy","_text","_objType","_ComboMatch"];
private ["_obj","_ownerID","_alreadyPacking","_playerNear","_playerID","_claimedBy","_text","_objType","_ComboMatch","_near"];
if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
DZE_ActionInProgress = true;
@@ -58,12 +58,15 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
disableUserInput true; // Make sure player can not modify gear while it is filling
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
_near = nearestObjects [player,[_unlockedClass],50];
[_unlockedClass,objNull,_near] spawn fn_waitForObject;
PVDZE_handleSafeGear = [player,_obj,0];
publicVariableServer "PVDZE_handleSafeGear";
//wait for response from server to verify safe was logged before proceeding
waitUntil {!isNil "dze_waiting"};
disableUserInput false; // Safe is done filling now
[_unlockedClass,objNull] spawn fn_waitForObject;
player playActionNow "Medic";
uiSleep 1;