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:
A Man
2021-08-19 16:46:06 +02:00
parent 032e09c03e
commit 9852778ba9
14 changed files with 44 additions and 50 deletions

View File

@@ -8,7 +8,7 @@ That will interrupt actions like shooting. For loops use player_regularSave but
local _magazineArray = [] call player_countMagazines;
PVDZ_plr_Save = [player, if (player isKindOf "PZombie_VB") then {nil} else {_magazineArray},dayz_onBack,weapons player];
PVDZ_plr_Save = [player, if (player isKindOf "PZombie_VB") then {nil} else {_magazineArray}];
publicVariableServer "PVDZ_plr_Save";
//diag_log format["Player_forceSave with magazines: %1",_magazineArray];