Rudimentary auth for DeleteObj

limits distance to object, as well as validating random auth key.  added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
This commit is contained in:
icomrade
2017-07-29 21:09:20 -04:00
parent 9b3ccaaa02
commit 8035df0ba0
27 changed files with 90 additions and 39 deletions

View File

@@ -5,12 +5,12 @@ _objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
if (isServer) then {
[_objectID,_objectUID,"__SERVER__"] call server_deleteObj;
[_objectID,_objectUID,"__SERVER__",_obj] call server_deleteObjDirect;
} else {
if (count _this == 2) then {
//single use trap triggered, remove with no animation
//For normal remove let object_pickup.sqf perform deletion to ensure player has room in gear first, no others remove at same time and animation runs
PVDZ_obj_Destroy = [_objectID,_objectUID,player];
PVDZ_obj_Destroy = [_objectID,_objectUID,player,_obj,DZE_AuthKey];
publicVariableServer "PVDZ_obj_Destroy";
deleteVehicle _obj;
};