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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.
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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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