Re-build DayZ_SafeObjects to handle all objects

This is a complete re-build of DayZ_SafeObjects. It was necessary to remove all the duplicated entries. DayZ_SafeObjects gets defined by multiple arrays now. This makes it much easier to update. Also every building with gear gets maintained now. Every single buildable epoch building is included within the maintain array and DayZ_SafeObjects.
This commit is contained in:
A Man
2022-03-20 17:53:35 +01:00
parent 0e1f30c90c
commit 43006760f8
6 changed files with 30 additions and 22 deletions

View File

@@ -48,7 +48,7 @@ if (!isNull dayz_selectedDoor) then {
_code = [DZE_Lock_Door,format ["%1 - EYESCAN",_objectCharacterID]] select (_doorMethod == "EYE");
if !(typeof _obj in ["WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ"]) then {
if !(typeof _obj in DZE_LockedGates) then {
[player,"combo_unlock",0,false] call dayz_zombieSpeak;
if (_obj animationPhase "Open_hinge" == 0) then {