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