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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-13 19:52:57 +03:00
Revert object_pickupAction back to execVM
I was not aware of the acutal behavior of the init eventHandler. The init eventhandler sends all the given arguments to the player before the mpframework got even load on the player, so it is basicly the same like the publicvariables. This means that the function object_pickupAction will be always nil because it gets defined far later after the init evenhandler fired already.
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@@ -9,16 +9,15 @@ if (!isDedicated) then {
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//"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
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//"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla
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"filmic" setToneMappingParams [0.4, 0.35, 0.18, 0.1, 0.1, 5, 6, 3.8]; setToneMapping "filmic";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf";
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if (Z_SingleCurrency) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\zsc\zscFunctions.sqf";};
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGearFunctions.sqf";
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fn_handleGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGear.sqf";
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actionMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\actionMonitor.sqf";
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object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickup.sqf";
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fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
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fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
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fn_exitSwim = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_exitSwim.sqf";
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@@ -34,7 +33,7 @@ if (!isDedicated) then {
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player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
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player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
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player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
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building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
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building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
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building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
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player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
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player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
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@@ -97,7 +96,7 @@ if (!isDedicated) then {
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FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf";
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player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
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player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
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player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
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player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
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player_combineAntibiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineAntibiotics.sqf";
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player_combinePainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combinePainkiller.sqf";
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@@ -106,10 +105,10 @@ if (!isDedicated) then {
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player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
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player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
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player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
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player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
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player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf";
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player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf";
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player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
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player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
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//ui
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player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf";
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@@ -195,7 +194,7 @@ if (!isDedicated) then {
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fnc_radioState = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\radioState.sqf"; // Toggle radio on and off
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fnc_localizeMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_localizeMessage.sqf";
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fnc_remoteMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_remoteMessage.sqf";
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// Weather
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if (DZE_Weather in [3,4]) then {
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fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\snowfall.sqf";
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@@ -217,7 +216,7 @@ if (!isDedicated) then {
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_sfx = _this select 3;
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[_unit,_sfx,0,false,_dis] spawn dayz_zombieSpeak;
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[_unit,_dis,true,_pos] spawn player_alertZombies;
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[_unit,_dis,true,_pos] spawn player_alertZombies;
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};
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dayz_losChance = {
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@@ -233,7 +232,7 @@ if (!isDedicated) then {
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_myExp = _myExp * 0.7;
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_myExp
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};
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/* This function doesn't appear to be necessary. Leaving it commented out for now - JasonTM.
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ui_initDisplay = {
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private ["_ctrlBleed","_ctrlFracture","_display","_control"];
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@@ -259,7 +258,7 @@ if (!isDedicated) then {
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_ctrlDogWaterBorder ctrlShow false;
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_ctrlDogWater = _display displayCtrl 1702;
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_ctrlDogWater ctrlShow false
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};
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*/
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@@ -694,7 +693,7 @@ if (!isDedicated) then {
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_ret
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};
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DZE_PVE_Group_Check = {
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private ["_player", "_body", "_nameBody", "_ingroup", "_name"];
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@@ -760,9 +759,6 @@ fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile
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zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
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fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_fieldOfView.sqf";
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//object_pickupAction and object_BackpackAction needs to be compiled for server too, since backpacks and weaponholders can be spawned from the server
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object_pickupAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickupAction.sqf";
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object_BackpackAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_BackpackAction.sqf";
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fnc_deleteAt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_deleteAt.sqf";
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if (dayz_townGenerator) then {
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