mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-09 01:32:53 +03:00
Roll back to old dayz_objectUID2
1.8.7 dayz_objectUID2 seems to generate keys that are too long for the Epoch hive. So, we will keep the old method for now.
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@@ -5,7 +5,7 @@ DZE_ActionInProgress = true;
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_item = _this select 3;
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_type = typeOf _item;
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_hasHarvested = _item getVariable ["meatHarvested",false];
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_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
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//_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
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_knifeArray = [];
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player removeAction s_player_butcher;
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s_player_butcher = -1;
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@@ -27,7 +27,7 @@ if ((count _knifeArray > 0) && !_hasHarvested) then {
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_activeKnife = _knifeArray call BIS_fnc_selectRandom;
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//Get Zombie Type
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_isListed = isClass _config;
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//_isListed = isClass _config;
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_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
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player playActionNow "Medic";
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@@ -37,11 +37,11 @@ if ((count _knifeArray > 0) && !_hasHarvested) then {
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_item setVariable ["meatHarvested",true,true];
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_qty = if (_isListed) then {getNumber (_config >> "yield")} else {2};
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_qty = 2;
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if (_activeKnife == "ItemKnifeBlunt") then { _qty = round(_qty / 2); };
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if (local _item) then {
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[_item,_qty] spawn local_gutObject; //leave as spawn (sleeping in loops will work but can freeze the script)
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[_item,_qty] spawn local_gutObjectZ; //leave as spawn (sleeping in loops will work but can freeze the script)
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} else {
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PVDZE_plr_GutBodyZ = [_item,_qty];
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publicVariable "PVDZE_plr_GutBodyZ";
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@@ -7,7 +7,7 @@ if (local _animalbody) then {
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_animalbody addMagazine _rawfoodtype;
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};
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if (typeOf _animalbody == "Hen") then {
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if (typeOf _animalbody in ["Cock","Hen"]) then {
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_amount = (floor (random 4)) + 2;
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for "_x" from 1 to _amount do {
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_animalbody addMagazine "equip_feathers";
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@@ -45,12 +45,12 @@ if (_characterID != "?") exitWith {
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//Punish combat log
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_timeout = _playerObj getVariable["combattimeout",0];
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if ((_timeout - diag_tickTime) > 0) then {
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if (_timeout >= diag_tickTime) then {
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_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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_playerObj setVariable ["unconsciousTime",150,true]; // Set knock out timer to 150 seconds
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//_playerObj setVariable ["USEC_injured",true]; // Set status to bleeding
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//_playerObj setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
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diag_log format["PLAYER COMBAT LOGGED: %1(%4) (timeout: %2) at location %3",_playerName,_timeout,_playerPos,_playerUID];
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diag_log format["PLAYER COMBAT LOGGED: %1(%4) (with %2s combat time remaining) at location %3",_playerName,(_timeout - diag_tickTime),_playerPos,_playerUID];
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_message = format["PLAYER COMBAT LOGGED: %1",_playerName];
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[nil, nil, rTitleText, _message, "PLAIN"] call RE; // Message whole server
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};
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@@ -167,16 +167,18 @@ server_getDiff2 = {
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_result
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};
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// 1.8.7 dayz_objectUID2 seems to generate keys that are too long for Epoch hive. Keep old method for now.
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dayz_objectUID2 = {
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private ["_p","_d","_key"];
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_d = _this select 0;
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_p = _this select 1;
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_key = format ["%1%2%3%4",
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abs round(10 * (_p select 0)),
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abs round(10 * (_p select 1)),
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abs round(100 * (_p select 2)),
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abs round((_d * diag_tickTime) % 1000)
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];
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private["_position","_dir","_key"];
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_dir = _this select 0;
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_key = "";
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_position = _this select 1;
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{
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_x = _x * 10;
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if (_x < 0) then { _x = _x * -10 };
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_key = _key + str(round(_x));
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} count _position;
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_key = _key + str(round(_dir));
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// Make sure the generated key is not a duplicate
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while {true} do {
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if !(_key in currentObjectUIDs) exitWith {currentObjectUIDs set [count currentObjectUIDs,_key];};
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