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https://github.com/EpochModTeam/DayZ-Epoch.git
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Rename _isOwner variable to _hasAccess
This is a more logical name in these cases, since friendlies and admins are not the owner.
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@@ -5,7 +5,7 @@
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// Note:
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// This code calls server_publishFullObject which also saves damage, inventory and fuel. Hitpoints are assumed to be empty as this is for buildables only.
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private ["_distance","_plotpole","_isowner","_findNearestObjects","_classname","_objectID","_objectUID","_position",
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private ["_distance","_plotpole","_hasAccess","_findNearestObjects","_classname","_objectID","_objectUID","_position",
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"_worldspace","_object","_key","_invW","_invM","_invB","_itemsExist","_charID","_inventory","_changecount"];
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_distance = (DZE_PlotPole select 0) + 1;
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@@ -14,20 +14,20 @@ _changecount = 0;
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// Check is owner of the plot pole.
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_isowner = [player, _plotpole] call FNC_check_access;
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_hasAccess = [player, _plotpole] call FNC_check_access;
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_itemsExist = false;
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if (_isowner select 0) then {
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if (_hasAccess select 0) then {
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_findNearestObjects = (position _plotpole) nearEntities _distance;
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{
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_object = _x;
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_classname = typeOf _object;
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if (_classname in DZE_plotTakeOwnershipItems) then {
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_isowner = [player, _object] call FNC_check_access;
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_hasAccess = [player, _object] call FNC_check_access;
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diag_log text "Plot Take Ownership: Object in DZE_plotTakeOwnershipItems";
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if !( _isowner select 0 ) then{
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if !(_hasAccess select 0) then{
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diag_log text "Plot Take Ownership: Is not already the owner";
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_objectID = _object getVariable ["ObjectID","0"];
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@@ -1,4 +1,4 @@
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private ["_display","_isOwner"];
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private ["_display","_hasAccess"];
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disableSerialization;
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if (count(_this) > 0) then
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@@ -13,14 +13,14 @@ _display = findDisplay 61144;
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_display closeDisplay 3000;
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// Check player access
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_isOwner = [player, TheDoor] call FNC_check_access;
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_hasAccess = [player, TheDoor] call FNC_check_access;
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if (
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(_isOwner select 0) or // door owner
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(_isOwner select 2) or // plot owner
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(_isOwner select 3) or // plot friend
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(_isOwner select 4) or // plot admin
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(_isOwner select 5) or // door friend
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(_isOwner select 6) // door admin
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(_hasAccess select 0) or // door owner
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(_hasAccess select 2) or // plot owner
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(_hasAccess select 3) or // plot friend
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(_hasAccess select 4) or // plot admin
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(_hasAccess select 5) or // door friend
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(_hasAccess select 6) // door admin
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) then {
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createDialog "DoorManagement";
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call DoorNearbyHumans;
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