Add dayz_authKey for safes and lockboxes

Safes and Lockboxes got updated and need dayz_authKey now. Also improved the logging of codes and who has used which codes in the logs for server admins.
This commit is contained in:
AirwavesMan
2020-09-08 20:29:23 +02:00
parent ecba701857
commit 5180223c22
5 changed files with 48 additions and 30 deletions

View File

@@ -3,11 +3,11 @@
Usage: _obj spawn player_unlockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_playerNear","_text","_objType","_ComboMatch"];
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_code","_unlockedClass","_obj","_ownerID","_text","_objType","_ComboMatch"];
{player removeAction _x} count s_player_combi;
s_player_combi = [];
s_player_unlockvault = 1;
@@ -36,21 +36,23 @@ if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
dayz_lastCodeFail = 0;
[_unlockedClass,objNull] call fn_waitForObject;
if (_unlockedClass == "LockboxStorage") then {
[player,"lockboxopen",0,false] call dayz_zombieSpeak;
} else {
[player,"safeopen",0,false] call dayz_zombieSpeak;
};
PVDZE_handleSafeGear = [player,_obj,0];
_code = [_obj getVariable["CharacterID","0"],dayz_combination] select (_ComboMatch);
PVDZE_handleSafeGear = [player,_obj,0,_code,dayz_authKey];
publicVariableServer "PVDZE_handleSafeGear";
waitUntil {!isNil "dze_waiting"}; // wait for response from server to verify safe was logged before proceeding
format[localize "STR_BLD_UNLOCKED",_text] call dayz_rollingMessages;
} else {
PVDZE_handleSafeGear = [player,_obj,3,dayz_combination];
PVDZE_handleSafeGear = [player,_obj,3,dayz_combination,dayz_authKey];
publicVariableServer "PVDZE_handleSafeGear";
[player,"repair",0,false] call dayz_zombieSpeak;