Fix abort and gear menu staying open at same time

This commit is contained in:
ebaydayz
2016-11-13 14:49:04 -05:00
parent e6b9644b71
commit 89078d1611
6 changed files with 13 additions and 8 deletions

View File

@@ -60,7 +60,7 @@ if (surfaceIsWater _location) then {
};
player reveal _b0x1337;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on crate
player action ["Gear", _b0x1337];
localize "str_epoch_player_78" call dayz_rollingMessages;

View File

@@ -253,7 +253,7 @@ if (_proceed && _success) then {
_item setposATL _iPos;
player reveal _item;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on item
player action ["Gear", _item];
};
} else {

View File

@@ -1,7 +1,7 @@
private [];
player removeAction s_player_SurrenderedGear;
DZE_GearCheckBypass = true;
player action ["Gear", (_this select 3)];
s_player_SurrenderedGear = -1;

View File

@@ -41,17 +41,19 @@ if ((vehicle player) == player) then {
if (_exit) then {
_lastSave = dayz_lastSave;
_startTime = diag_tickTime;
localize "str_epoch_player_7" call dayz_rollingMessages;
_display closeDisplay 2;
localize "str_epoch_player_7" call dayz_rollingMessages;
_ctType = typeOf _cTarget;
//direct gear to cursorTarget
[_lastSave, _startTime, _ctType, _cTarget] spawn {
waitUntil {((_this select 0) != dayz_lastSave) || {diag_tickTime >= ((_this select 1) + 1)}}; //waiting is required otherwise player_forceSave will reset DZE_GearCheckBypass
DZE_GearCheckBypass = true;
if ((((_this select 2) in DZE_isNewStorage) || {(_this select 2) == "LockboxStorage"} || {(_this select 2) isKindOf "Land_A_tent"} || {(_this select 2) isKindOf "WeaponHolder"} || {((!alive (_this select 3)) && {(_this select 2) isKindOf "Man"})}) && {!(locked (_this select 3))}) then {
Player action ["GEAR", (_this select 3)];
} else {
createGearDialog [player, "RscDisplayGear"];
if (!dialog) then {
if ((((_this select 2) in DZE_isNewStorage) || {(_this select 2) == "LockboxStorage"} || {(_this select 2) isKindOf "Land_A_tent"} || {(_this select 2) isKindOf "WeaponHolder"} || {((!alive (_this select 3)) && {(_this select 2) isKindOf "Man"})}) && {!(locked (_this select 3))}) then {
Player action ["GEAR", (_this select 3)];
} else {
createGearDialog [player, "RscDisplayGear"];
};
};
};
} else {

View File

@@ -14,6 +14,7 @@ _created = false;
if ( isNull _dialog ) then {
//startLoadingScreen [""];
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
createGearDialog [player, "RscDisplayGear"];
_dialog = findDisplay 106;
_created = true;

View File

@@ -373,6 +373,7 @@ if (!isDedicated) then {
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
@@ -383,6 +384,7 @@ if (!isDedicated) then {
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
};
if (_i > 300) exitWith {};