mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Organize files a bit and removed non source pbo's
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221
SQF/dayz_server/compile/server_playerSync.sqf
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221
SQF/dayz_server/compile/server_playerSync.sqf
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private ["_character","_magazines","_force","_characterID","_charPos","_isInVehicle","_timeSince","_humanity","_debug","_distance","_isNewMed","_isNewPos","_isNewGear","_playerPos","_playerGear","_playerBackp","_medical","_distanceFoot","_lastPos","_backpack","_kills","_killsB","_killsH","_headShots","_lastTime","_timeGross","_timeLeft","_currentWpn","_currentAnim","_config","_onLadder","_isTerminal","_currentModel","_modelChk","_muzzles","_temp","_currentState","_array","_key","_pos","_forceGear"];
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//[player,array]
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//diag_log ("UPDATE: " + str(_this) );
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//waituntil {(typeName(_this) == "ARRAY");sleep 0.01;}; //seems to cause often infinite waits (but not for first n players)
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//this only happens when we don't follow the correct parameter format...
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//(like supplying just the player object instead of the array in player_eat.sqf)
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//i've fixed this in player_eat so i can comment this part out
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/*if ( typeName(_this) == "OBJECT" ) then {
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_this = [_this,[],true];
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//diag_log ("DW_DEBUG: #manual fix _this: " + str(_this));
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};*/
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//correct
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//"UPDATE: [B 1-1-B:1 (THE BEAST) REMOTE,[],true]"
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//error
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//"UPDATE: B 1-1-B:1 (THE BEAST) REMOTE"
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_character = _this select 0;
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_magazines = _this select 1;
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//_force = _this select 2;
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_forceGear = _this select 3;
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_force = true;
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_characterID = _character getVariable ["characterID","0"];
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_charPos = getPosATL _character;
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_isInVehicle = vehicle _character != _character;
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_timeSince = 0;
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_humanity = 0;
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//diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
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/*
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if !(isnil "_characterID") then {
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diag_log ("DW_DEBUG: _characterID: " + str(_characterID));
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};
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*/
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if (_character isKindOf "Animal") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " is an Animal class");
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};
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if (isnil "_characterID") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " has nil characterID");
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};
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if (_characterID == "0") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " as no characterID");
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};
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private["_debug","_distance"];
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_debug = getMarkerpos "respawn_west";
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_distance = _debug distance _charPos;
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if (_distance < 2000) exitWith {
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diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",name _character,_characterID,_charPos];
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};
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//Check for server initiated updates
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_isNewMed = _character getVariable["medForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
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_isNewPos = _character getVariable["posForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
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_isNewGear = (count _magazines) > 0;
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//diag_log ("Starting Save... MED: " + str(_isNewMed) + " / POS: " + str(_isNewPos)); sleep 0.05;
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//Check for player initiated updates
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if (_characterID != "0") then {
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_playerPos = [];
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_playerGear = [];
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_playerBackp = [];
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_medical = [];
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_distanceFoot = 0;
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//diag_log ("Found Character...");
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//Check if update is requested
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if (_isNewPos or _force) then {
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//diag_log ("position..." + str(_isNewPos) + " / " + str(_force)); sleep 0.05;
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if (((_charPos select 0) == 0) and ((_charPos select 1) == 0)) then {
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//Zero Position
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} else {
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//diag_log ("getting position..."); sleep 0.05;
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_playerPos = [round(direction _character),_charPos];
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_lastPos = _character getVariable["lastPos",_charPos];
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if (count _lastPos > 2 and count _charPos > 2) then {
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if (!_isInVehicle) then {
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_distanceFoot = round(_charPos distance _lastPos);
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};
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_character setVariable["lastPos",_charPos];
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};
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if (count _charPos < 3) then {
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_playerPos = [];
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};
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//diag_log ("position = " + str(_playerPos)); sleep 0.05;
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};
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_character setVariable ["posForceUpdate",false,true];
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};
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if (_isNewGear or _forceGear) then {
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//diag_log ("gear..."); sleep 0.05;
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_playerGear = [weapons _character,_magazines];
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//diag_log ("playerGear: " +str(_playerGear));
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_backpack = unitBackpack _character;
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_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
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};
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if (_isNewMed or _force) then {
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//diag_log ("medical..."); sleep 0.05;
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if (!(_character getVariable["USEC_isDead",false])) then {
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//diag_log ("medical check..."); sleep 0.05;
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_medical = _character call player_sumMedical;
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//diag_log ("medical result..." + str(_medical)); sleep 0.05;
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};
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_character setVariable ["medForceUpdate",false,true];
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};
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//Process update
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if (_characterID != "0") then {
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//Record stats while we're here
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/*
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Check previous stats against what client had when they logged in
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this helps prevent JIP issues, where a new player wouldn't have received
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the old players updates. Only valid for stats where clients could have
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be recording results from their local objects (such as agent zombies)
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*/
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_kills = ["zombieKills",_character] call server_getDiff;
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_killsB = ["banditKills",_character] call server_getDiff;
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_killsH = ["humanKills",_character] call server_getDiff;
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_headShots = ["headShots",_character] call server_getDiff;
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_humanity = ["humanity",_character] call server_getDiff2;
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//_humanity = _character getVariable ["humanity",0];
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_character addScore _kills;
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/*
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Assess how much time has passed, for recording total time on server
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*/
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_lastTime = _character getVariable["lastTime",time];
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_timeGross = (time - _lastTime);
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_timeSince = floor(_timeGross / 60);
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_timeLeft = (_timeGross - (_timeSince * 60));
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/*
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Get character state details
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*/
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_currentWpn = currentMuzzle _character;
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_currentAnim = animationState _character;
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_config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
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_onLadder = (getNumber (_config >> "onLadder")) == 1;
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_isTerminal = (getNumber (_config >> "terminal")) == 1;
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//_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1;
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_currentModel = typeOf _character;
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_modelChk = _character getVariable ["model_CHK",""];
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if (_currentModel == _modelChk) then {
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_currentModel = "";
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} else {
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_currentModel = str(_currentModel);
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_character setVariable ["model_CHK",typeOf _character];
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};
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if (_onLadder or _isInVehicle or _isTerminal) then {
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_currentAnim = "";
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//If position to be updated, make sure it is at ground level!
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if ((count _playerPos > 0) and !_isTerminal) then {
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_charPos set [2,0];
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_playerPos set[1,_charPos];
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};
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};
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if (_isInVehicle) then {
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_currentWpn = "";
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} else {
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if ( typeName(_currentWpn) == "STRING" ) then {
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_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
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if (count _muzzles > 1) then {
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_currentWpn = currentMuzzle _character;
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};
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} else {
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//diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn));
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_currentWpn = "";
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};
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};
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_temp = round(_character getVariable ["temperature",100]);
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_currentState = [_currentWpn,_currentAnim,_temp];
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/*
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Everything is ready, now publish to HIVE
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*/
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if (count _playerPos > 0) then {
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_array = [];
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{
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if (_x > dayz_minpos and _x < dayz_maxpos) then {
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_array set [count _array,_x];
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};
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} forEach (_playerPos select 1);
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_playerPos set [1,_array];
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};
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if (!isNull _character) then {
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if (alive _character) then {
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//Wait for HIVE to be free
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//Send request
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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_key call server_hiveWrite;
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};
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};
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// If player is in a vehicle, keep its position updated
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if (vehicle _character != _character) then {
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// [vehicle _character, "position"] call server_updateObject;
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if (!(vehicle _character in needUpdate_objects)) then {
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//diag_log format["DEBUG: Added to NeedUpdate=%1",_object];
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needUpdate_objects set [count needUpdate_objects, vehicle _character];
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};
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};
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// Force gear updates for nearby vehicles/tents
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_pos = _this select 0;
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{
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[_x, "gear"] call server_updateObject;
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} forEach nearestObjects [_pos, dayz_updateObjects, 10];
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//[_charPos] call server_updateNearbyObjects;
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//Reset timer
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if (_timeSince > 0) then {
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_character setVariable ["lastTime",(time - _timeLeft)];
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};
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};
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};
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