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

@@ -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