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Add sender verification to publish and swap object
Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
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@@ -114,7 +114,7 @@ if (_qty >= _qty_in) then {
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_location = [_sign] call FNC_GetPos;
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[_part_out,_sign] call fn_waitForObject;
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer];
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PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_result select 1,_activatingPlayer,dayz_authKey];
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publicVariableServer "PVDZE_veh_Publish2";
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format["Bought %3 for %1 %2, key added to toolbelt.",_qty_in,_textPartIn,_textPartOut] call dayz_rollingMessages;
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@@ -142,7 +142,7 @@ if (_qty >= _qty_in) then {
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer,_obj,DZE_AuthKey];
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PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer,_obj,dayz_authKey];
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publicVariableServer "PVDZ_obj_Destroy";
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//deleteVehicle _obj;
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