Update public variables

It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
This commit is contained in:
ebaydayz
2016-03-18 21:39:22 -04:00
parent 6a6db58291
commit 4bd9a9aa0b
95 changed files with 420 additions and 491 deletions

View File

@@ -56,12 +56,11 @@ if (!isDedicated) then {
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
//player_destroyTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_destroyTent.sqf";
player_Bubble = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_Bubble.sqf";
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
//Objects
fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
object_dismantle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_dismantle.sqf";
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
@@ -92,6 +91,7 @@ if (!isDedicated) then {
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_upgradeFireplace.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
@@ -177,6 +177,7 @@ if (!isDedicated) then {
player_checkAndRemoveItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkAndRemoveItems.sqf";
pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
@@ -567,8 +568,6 @@ object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\o
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
// Vehicle damage fix
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";