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: // 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. // 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"]; "_worldspace","_object","_key","_invW","_invM","_invB","_itemsExist","_charID","_inventory","_changecount"];
_distance = (DZE_PlotPole select 0) + 1; _distance = (DZE_PlotPole select 0) + 1;
@@ -14,20 +14,20 @@ _changecount = 0;
// Check is owner of the plot pole. // Check is owner of the plot pole.
_isowner = [player, _plotpole] call FNC_check_access; _hasAccess = [player, _plotpole] call FNC_check_access;
_itemsExist = false; _itemsExist = false;
if (_isowner select 0) then { if (_hasAccess select 0) then {
_findNearestObjects = (position _plotpole) nearEntities _distance; _findNearestObjects = (position _plotpole) nearEntities _distance;
{ {
_object = _x; _object = _x;
_classname = typeOf _object; _classname = typeOf _object;
if (_classname in DZE_plotTakeOwnershipItems) then { 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"; 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"; diag_log text "Plot Take Ownership: Is not already the owner";
_objectID = _object getVariable ["ObjectID","0"]; _objectID = _object getVariable ["ObjectID","0"];

View File

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

View File

@@ -14,7 +14,7 @@ private ["_canPickLight","_text","_dir","_canDoThis","_w2m","_bb","_waterHoles",
"_isModular","_isModularDoor","_isHouse","_isGate","_isFence","_isLockableGate","_isUnlocked","_isOpen","_isClosed","_ownerArray","_ownerBuildLock", "_isModular","_isModularDoor","_isHouse","_isGate","_isFence","_isLockableGate","_isUnlocked","_isOpen","_isClosed","_ownerArray","_ownerBuildLock",
"_ownerPID","_speed","_dog","_vehicle","_inVehicle","_cursorTarget","_primaryWeapon","_currentWeapon","_magazinesPlayer","_onLadder","_canDo", "_ownerPID","_speed","_dog","_vehicle","_inVehicle","_cursorTarget","_primaryWeapon","_currentWeapon","_magazinesPlayer","_onLadder","_canDo",
"_nearLight","_vehicleOwnerID","_hasHotwireKit","_isPZombie","_dogHandle","_allowedDistance","_id","_upgrade","_weaponsPlayer","_hasCrowbar", "_nearLight","_vehicleOwnerID","_hasHotwireKit","_isPZombie","_dogHandle","_allowedDistance","_id","_upgrade","_weaponsPlayer","_hasCrowbar",
"_isPlane","_allowed"]; "_isPlane","_allowed","_hasAccess"];
_vehicle = vehicle player; _vehicle = vehicle player;
_inVehicle = (_vehicle != player); _inVehicle = (_vehicle != player);
@@ -445,8 +445,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
if (_isModular || _isModularDoor || {_typeOfCursorTarget in DZE_isDestroyableStorage}) then { if (_isModular || _isModularDoor || {_typeOfCursorTarget in DZE_isDestroyableStorage}) then {
if (_hasToolbox && _hasCrowbar) then { if (_hasToolbox && _hasCrowbar) then {
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
if ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3)) then { if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
_player_deleteBuild = true; _player_deleteBuild = true;
}; };
}; };
@@ -664,8 +664,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
s_player_breakinhouse = -1; s_player_breakinhouse = -1;
};*/ };*/
if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then { if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
_allowed = ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3) or (_isOwner select 4)); _allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4));
if (DZE_permanentPlot) then { if (DZE_permanentPlot) then {
if (s_player_plotManagement < 0 && _allowed) then { if (s_player_plotManagement < 0 && _allowed) then {
s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false]; s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false];
@@ -677,11 +677,11 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf", "preview", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf", "preview", 5, false];
}; };
}; };
if (s_player_plot_boundary < 0 && (_allowed or (_isOwner select 1))) then { if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false]; s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
}; };
if (DZE_permanentPlot && DZE_PlotOwnership) then { if (DZE_permanentPlot && DZE_PlotOwnership) then {
if (s_player_plot_take_ownership < 0 && (_isOwner select 0)) then { if (s_player_plot_take_ownership < 0 && (_hasAccess select 0)) then {
s_player_plot_take_ownership = player addAction [localize "STR_EPOCH_APLOTFORLIFE_TAKE_PLOT_OWNERSHIP", "\z\addons\dayz_code\actions\A_Plot_for_Life\plot_take_ownership.sqf", "", 1, false]; s_player_plot_take_ownership = player addAction [localize "STR_EPOCH_APLOTFORLIFE_TAKE_PLOT_OWNERSHIP", "\z\addons\dayz_code\actions\A_Plot_for_Life\plot_take_ownership.sqf", "", 1, false];
}; };
}; };
@@ -788,8 +788,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
// Allow manage door // Allow manage door
if (DZE_doorManagement && (_typeOfCursorTarget in DZE_DoorsLocked)) then { if (DZE_doorManagement && (_typeOfCursorTarget in DZE_DoorsLocked)) then {
// Check player access // Check player access
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
if (s_player_manageDoor < 0 && ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3) or (_isOwner select 4) or (_isOwner select 5) or (_isOwner select 6))) then { if (s_player_manageDoor < 0 && ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4) or (_hasAccess select 5) or (_hasAccess select 6))) then {
s_player_manageDoor = player addAction [format["<t color='#0059FF'>%1</t>", localize "STR_EPOCH_ACTIONS_MANAGEDOOR"], "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; s_player_manageDoor = player addAction [format["<t color='#0059FF'>%1</t>", localize "STR_EPOCH_ACTIONS_MANAGEDOOR"], "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false];
}; };
} else { } else {
@@ -896,9 +896,9 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
}; };
}; };
if (s_player_upgrade_build < 0) then { if (s_player_upgrade_build < 0) then {
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
_upgrade = getArray (configFile >> "CfgVehicles" >> (typeOf _cursorTarget) >> "upgradeBuilding"); _upgrade = getArray (configFile >> "CfgVehicles" >> (typeOf _cursorTarget) >> "upgradeBuilding");
if (((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3)) && (count _upgrade) > 0) then { if (((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) && (count _upgrade) > 0) then {
s_player_lastTarget set [0,_cursorTarget]; s_player_lastTarget set [0,_cursorTarget];
s_player_upgrade_build = player addAction [format[localize "str_upgrade",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true]; s_player_upgrade_build = player addAction [format[localize "str_upgrade",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true];
}; };
@@ -917,8 +917,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
}; };
}; };
if (s_player_downgrade_build < 0) then { if (s_player_downgrade_build < 0) then {
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
if ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3)) then { if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
s_player_lastTarget set [1,_cursorTarget]; s_player_lastTarget set [1,_cursorTarget];
s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true]; s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true];
}; };
@@ -937,8 +937,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
}; };
}; };
if (s_player_maint_build < 0) then { if (s_player_maint_build < 0) then {
_isOwner = [player, _cursorTarget] call FNC_check_access; _hasAccess = [player, _cursorTarget] call FNC_check_access;
if ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3)) then { if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
_text2 = _text + " (" + str(round ((damage _cursorTarget) * 100)) + "% damaged)"; _text2 = _text + " (" + str(round ((damage _cursorTarget) * 100)) + "% damaged)";
s_player_lastTarget set [2,_cursorTarget]; s_player_lastTarget set [2,_cursorTarget];
s_player_maint_build = player addAction [format["%1 %2",localize "STR_EPOCH_ACTIONS_MAINTAIN",_text2], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true]; s_player_maint_build = player addAction [format["%1 %2",localize "STR_EPOCH_ACTIONS_MAINTAIN",_text2], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true];

View File

@@ -4,7 +4,7 @@
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com. Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
Modified for Zupa's DoorManagement. Modified for Zupa's DoorManagement.
*/ */
private ["_display","_obj","_objectCharacterID"]; private ["_display","_obj","_objectCharacterID","_hasAccess"];
if (!isNil "DZE_DYN_UnlockDoorInprogress") exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;}; if (!isNil "DZE_DYN_UnlockDoorInprogress") exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
@@ -38,14 +38,14 @@ if (!isNull dayz_selectedDoor) then {
if(DZE_doorManagement) then { if(DZE_doorManagement) then {
// Check player access // Check player access
_isowner = [player, _obj] call FNC_check_access; _hasAccess = [player, _obj] call FNC_check_access;
if ( if (
(_isOwner select 0) or // door owner (_hasAccess select 0) or // door owner
(_isOwner select 2) or // plot owner (_hasAccess select 2) or // plot owner
(_isOwner select 3) or // plot friend (_hasAccess select 3) or // plot friend
(_isOwner select 4) or // plot admin (_hasAccess select 4) or // plot admin
(_isOwner select 5) or // door friend (_hasAccess select 5) or // door friend
(_isOwner select 6) // door admin (_hasAccess select 6) // door admin
) then { ) then {
DZE_Lock_Door = dayz_selectedDoor getVariable['CharacterID','0']; DZE_Lock_Door = dayz_selectedDoor getVariable['CharacterID','0'];
}; };