Rename _isOwner variable to _hasAccess

This is a more logical name in these cases, since friendlies and admins
are not the owner.
This commit is contained in:
ebaydayz
2016-10-08 15:57:51 -04:00
parent e6d1e0050d
commit 4670f16e89
4 changed files with 36 additions and 36 deletions

View File

@@ -5,7 +5,7 @@
// Note:
// This code calls server_publishFullObject which also saves damage, inventory and fuel. Hitpoints are assumed to be empty as this is for buildables only.
private ["_distance","_plotpole","_isowner","_findNearestObjects","_classname","_objectID","_objectUID","_position",
private ["_distance","_plotpole","_hasAccess","_findNearestObjects","_classname","_objectID","_objectUID","_position",
"_worldspace","_object","_key","_invW","_invM","_invB","_itemsExist","_charID","_inventory","_changecount"];
_distance = (DZE_PlotPole select 0) + 1;
@@ -14,20 +14,20 @@ _changecount = 0;
// Check is owner of the plot pole.
_isowner = [player, _plotpole] call FNC_check_access;
_hasAccess = [player, _plotpole] call FNC_check_access;
_itemsExist = false;
if (_isowner select 0) then {
if (_hasAccess select 0) then {
_findNearestObjects = (position _plotpole) nearEntities _distance;
{
_object = _x;
_classname = typeOf _object;
if (_classname in DZE_plotTakeOwnershipItems) then {
_isowner = [player, _object] call FNC_check_access;
_hasAccess = [player, _object] call FNC_check_access;
diag_log text "Plot Take Ownership: Object in DZE_plotTakeOwnershipItems";
if !( _isowner select 0 ) then{
if !(_hasAccess select 0) then{
diag_log text "Plot Take Ownership: Is not already the owner";
_objectID = _object getVariable ["ObjectID","0"];

View File

@@ -1,4 +1,4 @@
private ["_display","_isOwner"];
private ["_display","_hasAccess"];
disableSerialization;
if (count(_this) > 0) then
@@ -13,14 +13,14 @@ _display = findDisplay 61144;
_display closeDisplay 3000;
// Check player access
_isOwner = [player, TheDoor] call FNC_check_access;
_hasAccess = [player, TheDoor] call FNC_check_access;
if (
(_isOwner select 0) or // door owner
(_isOwner select 2) or // plot owner
(_isOwner select 3) or // plot friend
(_isOwner select 4) or // plot admin
(_isOwner select 5) or // door friend
(_isOwner select 6) // door admin
(_hasAccess select 0) or // door owner
(_hasAccess select 2) or // plot owner
(_hasAccess select 3) or // plot friend
(_hasAccess select 4) or // plot admin
(_hasAccess select 5) or // door friend
(_hasAccess select 6) // door admin
) then {
createDialog "DoorManagement";
call DoorNearbyHumans;