mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Fix weapon dupe with server_playerSync
This reverts all the last changes to server_playerSync and creates a new global variable for dayz_onBack. This should be the best way to save the gear correct and still get dayz_onBack if the player leaves the server. This change removes the constant sending of the whole player inventory over the network from force or regluar_save. It should no longer be needed since the server does the counting now.
This commit is contained in:
@@ -135,6 +135,7 @@ if (Z_SellingFrom == 2) then {
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if (_type == "trade_weapons") then {_name = configFile >> "CfgWeapons" >> _name;};
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if (_x select 0 == dayz_onBack) then {
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dayz_onBack = ""; // Remove from back
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player setVariable ["dayz_onBack",dayz_onBack,true];
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_localResult = 1;
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} else {
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_localResult = [player,_name,1] call BIS_fnc_invRemove; // Use config for BIS_fnc_invRemove
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@@ -38,6 +38,7 @@ call gear_ui_init;
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if (_item == dayz_onBack && carryClick) then {
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dayz_onBack = "";
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player setVariable ["dayz_onBack",dayz_onBack,true];
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carryClick = false;
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((findDisplay 106) displayCtrl 1209) ctrlSetText "";
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_removed = true;
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@@ -17,13 +17,12 @@ call gear_ui_init;
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if (_item in ["ItemHatchet","ItemCrowbar","ItemMachete","ItemFishingPole","ItemSledge"]) then {
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//free primary slot for new melee (remember item to add after)
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call {
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if (_item == "ItemHatchet") exitwith {player removeWeapon "ItemHatchet"; dayz_onBack = "MeleeHatchet";};
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if (_item == "ItemCrowbar") exitwith {player removeWeapon "ItemCrowbar"; dayz_onBack = "MeleeCrowbar";};
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if (_item == "ItemMachete") exitwith {player removeWeapon "ItemMachete"; dayz_onBack = "MeleeMachete";};
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if (_item == "ItemFishingPole") exitwith {player removeWeapon "ItemFishingPole"; dayz_onBack = "MeleeFishingPole";};
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if (_item == "ItemSledge") exitwith {player removeWeapon "ItemSledge"; dayz_onBack = "MeleeSledge";};
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if (_item == "ItemHatchet") exitwith {player removeWeapon "ItemHatchet"; dayz_onBack = "MeleeHatchet";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (_item == "ItemCrowbar") exitwith {player removeWeapon "ItemCrowbar"; dayz_onBack = "MeleeCrowbar";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (_item == "ItemMachete") exitwith {player removeWeapon "ItemMachete"; dayz_onBack = "MeleeMachete";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (_item == "ItemFishingPole") exitwith {player removeWeapon "ItemFishingPole"; dayz_onBack = "MeleeFishingPole";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (_item == "ItemSledge") exitwith {player removeWeapon "ItemSledge"; dayz_onBack = "MeleeSledge";player setVariable ["dayz_onBack",dayz_onBack,true];};
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};
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disableSerialization;
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[[(findDisplay 106)],"onLBSelChanged"] spawn fn_handleGear; //update back
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};
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@@ -1,3 +1,6 @@
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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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private ["_item","_config","_onLadder","_consume","_bag","_droppedType"];
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disableSerialization;
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@@ -8,23 +11,22 @@ _droppedType = getText (_config >> "droppeditem");
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//Make sure the player still has the tool this script was spawned with
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if ((dayz_onBack != _item && carryClick) or (!(player hasWeapon _item) && !carryClick)) exitWith {
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format[localize "str_player_30",getText (_config >> "displayName")] call dayz_rollingMessages;
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dayz_actionInProgress = false;
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};
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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if (_onLadder) exitWith { localize "str_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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if (_onLadder) exitWith {dayz_actionInProgress = false; localize "str_player_21" call dayz_rollingMessages; };
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call gear_ui_init;
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_consume = ([] + getArray (_config >> "magazines")) select 0;
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if (_item == dayz_onBack && carryClick) then {
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switch DayZ_onBack do {
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case "MeleeHatchet": {_item = "ItemHatchet"; dayz_onBack = "";};
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case "MeleeCrowbar": {_item = "ItemCrowbar"; dayz_onBack = "";};
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case "MeleeMachete": {_item = "ItemMachete"; dayz_onBack = "";};
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case "MeleeSledge": {_item = "ItemSledge"; dayz_onBack = "";};
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call {
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if (dayZ_onBack == "MeleeHatchet") exitWith {_item = "ItemHatchet"; dayz_onBack = ""; player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (dayZ_onBack == "MeleeCrowbar") exitWith {_item = "ItemCrowbar"; dayz_onBack = "";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (dayZ_onBack == "MeleeMachete") exitWith {_item = "ItemMachete"; dayz_onBack = "";player setVariable ["dayz_onBack",dayz_onBack,true];};
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if (dayZ_onBack == "MeleeSledge") exitWith {_item = "ItemSledge"; dayz_onBack = "";player setVariable ["dayz_onBack",dayz_onBack,true];};
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};
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carryClick = false;
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((findDisplay 106) displayCtrl 1209) ctrlSetText "";
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@@ -1,12 +1,12 @@
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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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private ["_mineChance","_breaking","_counter","_rocks","_findNearestRock","_objName","_countOut","_isOk","_proceed","_finished","_itemOut","_weapons"];
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_item = _this;
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call gear_ui_init;
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closeDialog 1;
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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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// allowed rocks list move this later
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_rocks = ["r2_boulder1.p3d","r2_boulder2.p3d","r2_rock1.p3d","r2_rock2.p3d","r2_rocktower.p3d","r2_rockwall.p3d","r2_stone.p3d"];
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_findNearestRock = objNull;
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@@ -37,7 +37,7 @@ if (!isNull _findNearestRock) then {
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_weapons set [count _weapons,dayz_onBack];
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//Make sure player did not drop pickaxe
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if (!_finished or !("MeleePickaxe" in _weapons or ("ItemPickaxe" in _weapons))) exitWith {
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if (!_finished || !("ItemPickaxe" in _weapons)) exitWith {
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_isOk = false;
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_proceed = false;
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};
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@@ -48,18 +48,9 @@ if (!isNull _findNearestRock) then {
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_breaking = false;
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if (dayz_toolBreaking && _mineChance) then {
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_breaking = true;
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if ("MeleePickaxe" in weapons player) then {
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player removeWeapon "MeleePickaxe";
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} else {
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if ("ItemPickaxe" in weapons player) then {
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player removeWeapon "ItemPickaxe";
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} else {
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if (dayz_onBack == "MeleePickaxe") then {
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dayz_onBack = "";
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if (!isNull findDisplay 106) then {findDisplay 106 displayCtrl 1209 ctrlSetText "";};
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};
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};
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};
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if ("ItemPickaxe" in weapons player) then {
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player removeWeapon "ItemPickaxe";
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};
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if (!("ItemPickaxeBroken" in weapons player)) then {
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player addWeapon "ItemPickaxeBroken";
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};
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@@ -32,6 +32,7 @@ if (_canDo && !DZE_Surrender && !(player isKindOf "PZombie_VB")) then {
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if (dayz_onBack != "") then {
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[dayz_onBack,2,1] call fn_dropItem;
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dayz_onBack = ""; // Remove from back
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player setVariable ["dayz_onBack",dayz_onBack,true];
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if (!isNull findDisplay 106) then {findDisplay 106 displayCtrl 1209 ctrlSetText "";};
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};
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call player_forceSave;
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@@ -151,6 +151,8 @@ dz_fn_switchWeapon_swap = {
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dayz_onBack = [primaryWeapon player,player removeWeapon primaryWeapon player,player addWeapon dayz_onBack] select 0;
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};
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player setVariable ["dayz_onBack",dayz_onBack,true];
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if (_this) then {
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player selectWeapon primaryWeapon player;
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if (IS_MELEE(primaryWeapon player)) then {
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@@ -137,6 +137,7 @@ if (_brokenTool) then {
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} else {
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if (dayz_onBack == "MeleeCrowbar") then {
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dayz_onBack = ""; // Remove
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player setVariable ["dayz_onBack",dayz_onBack,true];
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_success = true;
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if (!isNull (findDisplay 106)) then {((findDisplay 106) displayCtrl 1209) ctrlSetText "";};
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};
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@@ -8,7 +8,7 @@ That will interrupt actions like shooting. For loops use player_regularSave but
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local _magazineArray = [] call player_countMagazines;
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PVDZ_plr_Save = [player, if (player isKindOf "PZombie_VB") then {nil} else {_magazineArray},dayz_onBack,weapons player];
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PVDZ_plr_Save = [player, if (player isKindOf "PZombie_VB") then {nil} else {_magazineArray}];
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publicVariableServer "PVDZ_plr_Save";
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//diag_log format["Player_forceSave with magazines: %1",_magazineArray];
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@@ -5,6 +5,7 @@ if (count _inventory > 0) then {
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_mags = _inventory select 1;
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dayz_onBack = if (count _inventory > 2) then { _inventory select 2 } else { "" };
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player setVariable ["dayz_onBack",dayz_onBack,true];
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//Add inventory
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{
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@@ -28,6 +28,7 @@ local _ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
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local _friendlies = player getVariable ["friendlies",[]];
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local _tagSetting = player getVariable ["DZE_display_name",false];
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local _radiostate = player getVariable ["radiostate",false];
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local _dayz_onBack = player getVariable ["dayz_onBack",""];
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local _coins = 0;
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local _bankCoins = 0;
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local _globalCoins = 0;
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@@ -97,6 +98,7 @@ player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
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player setVariable ["friendlies",_friendlies,true];
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player setVariable ["DZE_display_name",_tagSetting,true];
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player setVariable ["radiostate",_radiostate];
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player setVariable ["dayz_onBack",_dayz_onBack,true];
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if (Z_SingleCurrency) then {
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player setVariable ["cashMoney",_coins,true];
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@@ -15,5 +15,5 @@
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local _magazineArray = (magazines player) - ["CSGAS","Hatchet_Swing","Crowbar_Swing","Machete_Swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing","Sledge_Swing"];
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PVDZ_plr_Save = [player,_magazineArray,dayz_onBack,weapons player];
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PVDZ_plr_Save = [player,_magazineArray];
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publicVariableServer "PVDZ_plr_Save";
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@@ -239,7 +239,7 @@ _playerObj setVariable ["lastTime",diag_ticktime];
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//set server-side inventory variable to monitor player gear
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if (count _inventory > 2) then {
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_playerObj setVariable["ServerMagArray",[_inventory select 1,_inventory select 2,_inventory select 0], false];
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_playerObj setVariable["ServerMagArray",_inventory select 1, false];
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};
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//Record Player Login/LogOut
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@@ -2,8 +2,7 @@
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local _character = _this select 0;
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local _magazines = _this select 1;
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local _dayz_onBack = _this select 2;
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local _weaponsPlayer = _this select 3;
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local _dayz_onBack = _character getVariable ["dayz_onBack",""];
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local _characterID = _character getVariable ["characterID","0"];
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local _playerUID = getPlayerUID _character;
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local _charPos = getPosATL _character;
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@@ -41,7 +40,7 @@ local _usec_Dead = _character getVariable ["USEC_isDead",false];
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local _lastTime = _character getVariable ["lastTime",-1];
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local _modelChk = _character getVariable ["model_CHK",""];
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local _temp = round (_character getVariable ["temperature",100]);
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local _lastMagazines = _character getVariable ["ServerMagArray",[[],"",[]]];
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local _lastMagazines = _character getVariable ["ServerMagArray",[]];
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//Get difference between current stats and stats at last sync
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local _statsDiff = [_character,_playerUID] call server_getStatsDiff;
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_humanity = _statsDiff select 0;
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@@ -54,17 +53,12 @@ local _charPosLen = count _charPos;
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local _magTemp = [];
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if (!isNil "_magazines") then {
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_playerGear = [_weaponsPlayer,_magazines,_dayz_onBack];
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_character setVariable["ServerMagArray",[_magazines,_dayz_onBack,_weaponsPlayer], false];
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_playerGear = [weapons _character,_magazines,_dayz_onBack];
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_character setVariable["ServerMagArray",_magazines, false];
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} else {
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//check Magazines everytime they aren't sent by player_forceSave
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_magTemp = (_lastMagazines select 0);
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if (isNil "_dayz_onBack") then {
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_dayz_onBack = _lastMagazines select 1;
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};
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if (isNil "_weaponsPlayer") then {
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_weaponsPlayer = _lastMagazines select 2;
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};
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_magTemp = _lastMagazines;
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if (count _magTemp > 0) then {
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_magazines = [(magazines _character),20] call array_reduceSize;
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{
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@@ -81,16 +75,15 @@ if (!isNil "_magazines") then {
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} else {
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_magTemp set [_forEachIndex, "0"];
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};
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} forEach (_lastMagazines select 0);
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} forEach _lastMagazines;
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_magazines = _magTemp - ["0"];
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_magazines = [_magazines,_dayz_onBack,_weaponsPlayer];
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [_magazines select 2,_magazines select 0,_magazines select 1];
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_playerGear = [weapons _character,_magazines,_dayz_onBack];
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} else {
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_magazines = [_magTemp,_dayz_onBack,_weaponsPlayer];
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_magazines = _magTemp;
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};
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [_magazines select 2,_magazines select 0,_magazines select 1];
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_playerGear = [weapons _character,_magazines,_dayz_onBack];
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};
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//Check if update is requested
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