Remove medic animation from lock and unlock safe

Closes #1942 in combination with 48858b2

The "packing" variable was made redundant by dayz_actionInProgress
because it was only set locally.

DisableUserInput is unnecessary now because server_handleSafeGear is
called unscheduled. Getting the cargo, creating the new safe and
deleting the old one should complete in the same frame with no window
for players to remove gear:

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/compile/server_handleSafeGear.sqf#L51-L67

The "claimed" check is also no longer needed because
server_handleSafeGear is called unscheduled and exits if the object is
null, so two players attempting to unlock at the same time will not
work.
This commit is contained in:
ebayShopper
2017-06-06 18:53:44 -04:00
parent 48858b2e6c
commit 72df07bdf2
6 changed files with 24 additions and 94 deletions

View File

@@ -1,10 +1,11 @@
/*
DayZ Lock Safe
Usage: [_obj] spawn player_unlockVault;
Usage: _obj spawn player_lockVault;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_obj","_ownerID","_alreadyPacking","_text","_playerNear","_ComboMatch","_objType"];
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_10" call dayz_rollingMessages;};
private ["_obj","_ownerID","_text","_playerNear","_ComboMatch","_objType"];
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
player removeAction s_player_lockvault;
@@ -18,11 +19,8 @@ _text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
// Silently exit if object no longer exists
if (isNull _obj) exitWith { dayz_actionInProgress = false; };
player playActionNow "Medic";
uiSleep 1;
[player,"tentpack",0,false] call dayz_zombieSpeak;
uiSleep 5;
// Server_handleSafeGear is called unscheduled and exits if the object is null, so two players locking at the same time will not work
_playerNear = _obj call dze_isnearest_player;
if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;};
@@ -32,12 +30,7 @@ if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; };
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_116",_text] call dayz_rollingMessages;};
_obj setVariable["packing",1];
if (!isNull _obj) then {
disableUserInput true; // Make sure player can not modify gear while it is being saved
(findDisplay 106) closeDisplay 0; // Close gear
dze_waiting = nil;
@@ -47,7 +40,6 @@ if (!isNull _obj) then {
publicVariableServer "PVDZE_handleSafeGear";
//wait for response from server to verify safe was logged and saved before proceeding
waitUntil {!isNil "dze_waiting"};
disableUserInput false; // Safe is done saving now
format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
};