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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-04 15:22:53 +03:00
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:
@@ -1,11 +1,11 @@
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/*
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DayZ Lock Safe
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Usage: [_obj] spawn player_unlockVault;
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Usage: _obj spawn player_unlockVault;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_obj","_ownerID","_alreadyPacking","_playerNear","_claimedBy","_text","_objType","_ComboMatch"];
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private ["_obj","_ownerID","_playerNear","_text","_objType","_ComboMatch"];
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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{player removeAction _x} count s_player_combi;
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@@ -20,70 +20,38 @@ if !(_objType in DZE_LockedStorage) exitWith {
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dayz_actionInProgress = false;
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};
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// Server_handleSafeGear is called unscheduled and exits if the object is null, so two players unlocking at the same time will not work
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_playerNear = _obj call dze_isnearest_player;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_20" call dayz_rollingMessages;};
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// Silently exit if object no longer exists || alive
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// Silently exit if object no longer exists
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if (isNull _obj || !(alive _obj)) exitWith { dayz_actionInProgress = false; };
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_unlockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "unlockedClass");
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_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
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_alreadyPacking = _obj getVariable["packing",0];
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_claimedBy = _obj getVariable["claimed","0"];
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_ownerID = _obj getVariable["CharacterID","0"];
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_ComboMatch = (_ownerID == dayz_combination);
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if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
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if (_alreadyPacking == 1) exitWith {dayz_actionInProgress = false; format[localize "str_epoch_player_124",_text] call dayz_rollingMessages;};
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if (_ComboMatch || (_ownerID == dayz_playerUID)) then {
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// Check if any players are nearby if not allow player to claim item.
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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// Only allow if not already claimed.
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if (_claimedBy == "0" || !_playerNear) then {
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// Since item was not claimed proceed with claiming it.
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_obj setVariable["claimed",dayz_playerUID,true];
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};
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_claimedBy = _obj getVariable["claimed","0"];
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[_unlockedClass,objNull] call fn_waitForObject;
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if (_claimedBy == dayz_playerUID) then {
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if (!isNull _obj && alive _obj) then {
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_obj setVariable["packing",1];
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disableUserInput true; // Make sure player can not modify gear while it is filling
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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[_unlockedClass,objNull] call fn_waitForObject;
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PVDZE_handleSafeGear = [player,_obj,0];
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publicVariableServer "PVDZE_handleSafeGear";
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//wait for response from server to verify safe was logged before proceeding
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waitUntil {!isNil "dze_waiting"};
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disableUserInput false; // Safe is done filling now
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player playActionNow "Medic";
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uiSleep 1;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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uiSleep 5;
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format[localize "STR_BLD_UNLOCKED",_text] call dayz_rollingMessages;
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};
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} else {
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dayz_actionInProgress = false;
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format[localize "str_player_beinglooted",_text] call dayz_rollingMessages;
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};
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PVDZE_handleSafeGear = [player,_obj,0];
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publicVariableServer "PVDZE_handleSafeGear";
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//wait for response from server to verify safe was logged before proceeding
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waitUntil {!isNil "dze_waiting"};
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format[localize "STR_BLD_UNLOCKED",_text] call dayz_rollingMessages;
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} else {
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PVDZE_handleSafeGear = [player,_obj,3,dayz_combination];
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publicVariableServer "PVDZE_handleSafeGear";
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player playActionNow "Medic";
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uiSleep 1;
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[player,"repair",0,false] call dayz_zombieSpeak;
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[player,25,true,(getPosATL player)] spawn player_alertZombies;
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uiSleep 5;
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format[localize "STR_BLD_WRONG_COMBO",_text] call dayz_rollingMessages;
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};
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s_player_unlockvault = -1;
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