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Pullrequest/door management (#1694)
* Added doorManagement * Rename FNC_check_owner --> FNC_check_owner_friends * Fixed typo * Fixed bug in FNC_check_owner_friends which allowed every user to manage every plot and door. * Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf * Now checking if _playerUID is in _friendlies for both cases. * DZE_plotforLife should be DZE_permanentPlot * Fixed case where DZE_permanentPlot is false. * Forgot to add STR_EPOCH_CANCEL * Changed translations to suggested string by ebaydayz. * Renamed EyeScanner to DoorAccess. * Reworked access rights for door management. * DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend. * Fixed copy-paste error. * Replace count with if * Remove redundant test. * Also replaced count in door management admins check. * Change plotManagement and doorManagement to be consistent to DayZ_UseSteamID (get UID from FNC_GetPlayerUID). * Use _playerUID and _characterID more consistent. * Added german translation to STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
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@@ -180,6 +180,10 @@ if (_status == "ObjectStreamStart") then {
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_object setVariable ["plotfriends", _inventory, true];
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};
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if( DZE_doorManagement && (typeOf (_object) in DZE_DoorsLocked) ) then {
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_object setVariable ["doorfriends", _inventory, true];
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};
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dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
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// Fix for leading zero issues on safe codes after restart
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_lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable")} else {0};
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@@ -209,7 +213,7 @@ if (_status == "ObjectStreamStart") then {
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clearWeaponCargoGlobal _object;
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clearMagazineCargoGlobal _object;
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clearBackpackCargoGlobal _object;
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if( (count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") ) then {
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if( (count _inventory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked) ) then {
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if (_type in DZE_LockedStorage) then {
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_object setVariable ["WeaponCargo",(_inventory select 0),true];
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_object setVariable ["MagazineCargo",(_inventory select 1),true];
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