Fix radio state reset after changing clothes

This commit is contained in:
A Man
2021-06-06 21:27:45 +02:00
parent 5d9eed4a88
commit 6becd3d89f

View File

@@ -1,11 +1,10 @@
private ["_charID","_model","_old","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_survivalTime","_coins","_bankCoins","_globalCoins","_ConfirmedHumanKills","_ConfirmedBanditKills","_friendlies","_tagSetting"];
closeDialog 0;
_charID = _this select 1;
_model = _this select 2;
local _charID = _this select 1;
local _model = _this select 2;
if (typeOf player == _model) exitWith {};
_old = player;
local _old = player;
_old removeAllEventHandlers "FiredNear";
_old removeAllEventHandlers "HandleDamage";
_old removeAllEventHandlers "Killed";
@@ -14,20 +13,24 @@ _old allowDamage false;
_old AddEventHandler ["HandleDamage", {False}];
//Logout
_humanity = player getVariable ["humanity",0];
_medical = player call player_sumMedical;
_worldspace = [round(direction player),getPosATL player];
_zombieKills = player getVariable ["zombieKills",0];
_headShots = player getVariable ["headShots",0];
_humanKills = player getVariable ["humanKills",0];
_banditKills = player getVariable ["banditKills",0];
_combattimeout = player getVariable["combattimeout",0];
_inCombat = player getVariable ["inCombat",false];
_survivalTime = player getVariable ["SurvivalTime",0];
_ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0];
_ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
_friendlies = player getVariable ["friendlies",[]];
_tagSetting = player getVariable ["DZE_display_name",false];
local _humanity = player getVariable ["humanity",0];
local _medical = player call player_sumMedical;
local _worldspace = [round(direction player),getPosATL player];
local _zombieKills = player getVariable ["zombieKills",0];
local _headShots = player getVariable ["headShots",0];
local _humanKills = player getVariable ["humanKills",0];
local _banditKills = player getVariable ["banditKills",0];
local _combattimeout = player getVariable["combattimeout",0];
local _inCombat = player getVariable ["inCombat",false];
local _survivalTime = player getVariable ["SurvivalTime",0];
local _ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0];
local _ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
local _friendlies = player getVariable ["friendlies",[]];
local _tagSetting = player getVariable ["DZE_display_name",false];
local _radiostate = player getVariable ["radiostate",false];
local _coins = 0;
local _bankCoins = 0;
local _globalCoins = 0;
if (Z_SingleCurrency) then {
_coins = player getVariable ["cashMoney",0];
@@ -65,7 +68,7 @@ if (count _medical > 0) then {
} forEach (_medical select 8);
//Add fractures
_fractures = _medical select 9;
local _fractures = _medical select 9;
// player setVariable ["hit_legs",(_fractures select 0),true];
// player setVariable ["hit_hands",(_fractures select 1),true];
[player,"legs",(_fractures select 0)] call object_setHit;
@@ -93,6 +96,7 @@ player setVariable ["ConfirmedHumanKills",_ConfirmedHumanKills,true];
player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
player setVariable ["friendlies",_friendlies,true];
player setVariable ["DZE_display_name",_tagSetting,true];
player setVariable ["radiostate",_radiostate];
if (Z_SingleCurrency) then {
player setVariable ["cashMoney",_coins,true];