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Keep global characterID only for special cases
Only vehicles with a key and locked/lockable buildings need a global characterID. All other vehicles and buildings will have a characterID of "0".
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@@ -1,4 +1,4 @@
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private ["_gearClasses","_coins","_class","_uid","_charID","_object","_worldspace","_key","_allowed","_obj","_inv","_objectID","_objectUID","_proceed","_activatingplayer","_clientKey","_exitReason","_playerUID","_weapons","_magazines","_backpacks"];
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private ["_setGlobal","_gearClasses","_coins","_class","_uid","_charID","_object","_worldspace","_key","_allowed","_obj","_inv","_objectID","_objectUID","_proceed","_activatingplayer","_clientKey","_exitReason","_playerUID","_weapons","_magazines","_backpacks"];
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if (count _this < 8) exitWith {diag_log format ["Server_SwapObject error: Wrong parameter format from player %1",_this select 5];};
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@@ -67,7 +67,8 @@ if (!_allowed || !_proceed) exitWith {
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};
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// Publish variables
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_object setVariable ["CharacterID",_charID,true];
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_setGlobal = [false,true] select ((_class in DZE_isLockedStorageUpgrade) || (_class in DZE_DoorsLocked));
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_object setVariable ["CharacterID",_charID,_setGlobal];
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//diag_log ("PUBLISH: Attempt " + str(_object));
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