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Update player_humanityMorph.sqf
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@@ -1,4 +1,4 @@
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private ["_charID","_newmodel","_old","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_wpnType","_ismelee","_survivalTime","_coins","_bankCoins","_globalCoins"];
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private ["_charID","_model","_old","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_survivalTime","_coins","_bankCoins","_globalCoins","_ConfirmedHumanKills","_ConfirmedBanditKills","_friendlies","_tagSetting"];
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//_playerUID = _this select 0;
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_charID = _this select 1;
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_model = _this select 2;
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@@ -22,7 +22,6 @@ _zombieKills = player getVariable ["zombieKills",0];
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_headShots = player getVariable ["headShots",0];
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_humanKills = player getVariable ["humanKills",0];
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_banditKills = player getVariable ["banditKills",0];
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//_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
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_combattimeout = player getVariable["combattimeout",0];
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_inCombat = player getVariable ["inCombat",false];
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_survivalTime = player getVariable ["SurvivalTime",0];
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@@ -88,7 +87,6 @@ player setVariable ["humanKills",_humanKills,true];
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player setVariable ["banditKills",_banditKills,true];
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//player setVariable ["characterID",_charID,true]; //Moved to player_switchModel
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player setVariable ["worldspace",_worldspace];
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//player setVariable ["Achievements",_achievements];
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player setVariable ["combattimeout",_combattimeout,false];
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player setVariable ["inCombat",_inCombat,true];
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player setVariable ["SurvivalTime",_survivalTime,false];
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@@ -103,9 +101,6 @@ if (Z_SingleCurrency) then {
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player setVariable ["globalMoney",_globalCoins,true];
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};
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//PVDZ_serverStoreVar = [player,"Achievements",_achievements];
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//publicVariableServer "PVDZ_serverStoreVar";
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call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back.
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dayz_actionInProgress = false; //Allow self actions to run now.
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