Fix inCombat checks from 0a17804

My mistake from 0a17804
This commit is contained in:
ebaydayz
2016-10-02 21:13:17 -04:00
parent 004a3bcde4
commit 8196c2343a
4 changed files with 5 additions and 5 deletions

View File

@@ -69,7 +69,7 @@ dayz_lastDamageSourceNull = false;
if (_unit == player) then {
//Set player in combat
_unit setVariable["startcombattimer", 1];
if (_unit getVariable["inCombat",false]) then {
if !(_unit getVariable["inCombat",false]) then {
_unit setVariable["inCombat",true,true];
};

View File

@@ -22,12 +22,12 @@ private ["_handled"];
// Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4
//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
_firer setVariable["startcombattimer", 1];
if (_firer getVariable["inCombat",false]) then {
if !(_firer getVariable["inCombat",false]) then {
_firer setVariable["inCombat",true,true];
};
if (_distance <= 8) then {
_unit setVariable["startcombattimer", 1];
if (_unit getVariable["inCombat",false]) then {
if !(_unit getVariable["inCombat",false]) then {
_unit setVariable["inCombat",true,true];
};
};

View File

@@ -3,7 +3,7 @@ _amm=_this select 4;
_this call (call compile GetText (configFile >> "CfgAmmo" >> _amm >> "muzzleEffect"));
//Handle combat in vehicle
if (player in (crew (_this select 0))) then {
if (player getVariable ["inCombat",false]) then {
if !(player getVariable ["inCombat",false]) then {
player setVariable ["inCombat",true,true];
};
player setVariable["combattimeout", diag_tickTime + 30, false];

View File

@@ -344,7 +344,7 @@ while {1 == 1} do {
_startcombattimer = player getVariable["startcombattimer", 0];
if (_startcombattimer == 1) then { //Do not use _PlayerNearby it makes building impossible, this is handled in player_onPause.sqf just fine
player setVariable["combattimeout", diag_tickTime + 30, false];
if (player getVariable["inCombat",false]) then {player setVariable["inCombat",true,true];};
if !(player getVariable["inCombat",false]) then {player setVariable["inCombat",true,true];};
player setVariable["startcombattimer", 0, false];
}; /* else {
if (_ZedsNearby && !_isPZombie) then { //this makes building a nightmare, this is handled in player_onPause.sqf just fine