mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Remove no longer used code from dayz fences
This commit is contained in:
@@ -9,7 +9,7 @@ private ["_canPickLight","_text","_unlock","_lock","_totalKeys","_temp_keys","_t
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"_player_lockUnlock_crtl","_displayName","_hasIgnitors","_menu","_menu1","_allowTow","_liftHeli","_found","_posL","_posC","_height","_attached",
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"_combi","_findNearestGen","_humanity_logic","_low_high","_cancel","_buy","_buyV","_humanity","_traderMenu","_warn","_typeOfCursorTarget",
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"_isVehicle","_isBicycle","_isDestructable","_isGenerator","_ownerID","_hasBarrel","_hasFuel20","_hasFuel5","_hasEmptyFuelCan",
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"_itemsPlayer","_hasToolbox","_hasbottleitem","_isAlive","_isPlant","_istypeTent","_upgradeItems","_isDisallowRefuel","_isDog",
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"_itemsPlayer","_hasToolbox","_hasbottleitem","_isAlive","_isPlant","_istypeTent","_isDisallowRefuel","_isDog",
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"_isModular","_isModularDoor","_isHouse","_isGateOperational","_isGateLockable","_isFence","_isLockableGate","_isUnlocked","_isOpen","_isClosed","_ownerArray","_ownerBuildLock",
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"_ownerPID","_speed","_dog","_vehicle","_inVehicle","_cursorTarget","_primaryWeapon","_currentWeapon","_magazinesPlayer","_onLadder","_canDo",
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"_nearLight","_vehicleOwnerID","_hasHotwireKit","_isPZombie","_dogHandle","_allowedDistance","_id","_upgrade","_weaponsPlayer","_hasCrowbar",
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@@ -66,16 +66,6 @@ if (s_player_equip_carry < 0) then {
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};
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};
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/*if (dayz_onBack != "" /*&& !dayz_onBackActive && !_inVehicle && !_onLadder && !r_player_unconscious) then {
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if (s_player_equip_carry < 0) then {
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_text = getText (configFile >> "CfgWeapons" >> dayz_onBack >> "displayName");
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s_player_equip_carry = player addAction [format[localize "STR_ACTIONS_WEAPON", _text], "\z\addons\dayz_code\actions\player_switchWeapon_action.sqf", nil, 0.5, false, true];
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};
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} else {
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player removeAction s_player_equip_carry;
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s_player_equip_carry = -1;
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};*/
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//fishing
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if ((_currentWeapon in Dayz_fishingItems) && {!dayz_fishingInprogress} && {!_inVehicle} && {!dayz_isSwimming}) then {
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if (s_player_fishing < 0) then {
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@@ -238,7 +228,6 @@ if (!isNull _cursorTarget && {!_inVehicle} && {!_isPZombie} && {player distance
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_text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
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_isPlant = _typeOfCursorTarget in Dayz_plants;
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_istypeTent = (_cursorTarget isKindOf "TentStorage_base") or (_cursorTarget isKindOf "IC_Tent");
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_upgradeItems = ["TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3"];
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_characterID = _cursorTarget getVariable ["CharacterID","0"];
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if (DZE_permanentPlot) then {
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@@ -252,7 +241,7 @@ if (!isNull _cursorTarget && {!_inVehicle} && {!_isPZombie} && {player distance
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_isDisallowRefuel = _typeOfCursorTarget in ["M240Nest_DZ","MMT_Civ","MMT_USMC","Old_bike_TK_CIV_EP1","Old_bike_TK_INS_EP1"];
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_isDog = (_cursorTarget isKindOf "Pastor" || _cursorTarget isKindOf "Fin");
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_isModular = _cursorTarget isKindOf "ModularItems";
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_isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"];
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_isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ","WoodenGate_foundation_DZ","WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ"];
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_player_deleteBuild = false;
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_player_lockUnlock_crtl = false;
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@@ -496,100 +485,7 @@ if (!isNull _cursorTarget && {!_inVehicle} && {!_isPZombie} && {player distance
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s_player_repair_crtl = -1;
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};
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};
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/* //Vanilla base building currently not used in Epoch
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// House locking and unlocking
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_isHouse = _typeOfCursorTarget in ["SurvivorWorkshopAStage5", "SurvivorWorkshopBStage5", "SurvivorWorkshopCStage5"];
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_isGateOperational = _typeOfCursorTarget in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_1","MetalGate_2","MetalGate_3","MetalGate_4"];
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_isGateLockable = _typeOfCursorTarget in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","MetalGate_1","MetalGate_2","MetalGate_3"];
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_isFence = _typeOfCursorTarget in ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","MetalFence_1","MetalFence_2","MetalFence_3","MetalFence_4","MetalFence_5","MetalFence_6","MetalFence_7"];
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//Only the owners can lock the gates
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_isLockableGate = _typeOfCursorTarget in ["WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_2","MetalGate_3","MetalGate_4"];
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_isUnlocked = _cursorTarget getVariable ["isOpen","0"] == "1";
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_isActionInProgress = _cursorTarget getVariable ["actionInProgress",false];
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//Allow the gates to be opened when not locked by anyone
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_isOpen = ((_cursorTarget animationPhase "DoorL") == 1) || ((_cursorTarget animationPhase "DoorR") == 1);
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_isClosed = ((_cursorTarget animationPhase "DoorL") == 0) || ((_cursorTarget animationPhase "DoorR") == 0);
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//[["ownerArray",["PID"]]]
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_ownerArray = _cursorTarget getVariable ["ownerArray",["0"]];
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_ownerBuildLock = _cursorTarget getVariable ["BuildLock",false];
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_ownerPID = (_ownerArray select 0);
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// open Gate
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if (_isGateOperational && _isClosed && _isUnlocked) then {
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if (s_player_openGate < 0) then {
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s_player_openGate = player addAction [localize "STR_DN_OUT_O_GATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Open"], 1, true, true];
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};
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} else {
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player removeAction s_player_openGate;
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s_player_openGate = -1;
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};
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// Close Gate
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if (_isGateOperational && _isOpen && _isUnlocked) then {
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if (s_player_CloseGate < 0) then {
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s_player_CloseGate = player addAction [localize "STR_DN_OUT_C_GATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Close"], 1, true, true];
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};
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} else {
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player removeAction s_player_CloseGate;
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s_player_CloseGate = -1;
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};
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// Set
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if ((_isHouse or _isLockableGate) && (_ownerPID == _uid) && !_isUnlocked && _isClosed) then {
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if (s_player_setCode < 0) then {
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s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Set"], 1, true, true];
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};
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} else {
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player removeAction s_player_setCode;
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s_player_setCode = -1;
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};
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//Lock Build point
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if ((_isFence or _isGateLockable) && (_ownerPID == _uid) && !_ownerBuildLock) then {
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if (s_player_BuildLock < 0) then {
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s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildLock"], 1, true, true];
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};
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} else {
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player removeAction s_player_BuildLock;
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s_player_BuildLock = -1;
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};
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//UnLock Build point
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if ((_isFence or _isGateLockable) && (_ownerPID == _uid) && _ownerBuildLock) then {
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if (s_player_BuildUnLock < 0) then {
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s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildUnLock"], 1, true, true];
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};
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} else {
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player removeAction s_player_BuildUnLock;
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s_player_BuildUnLock = -1;
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};
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// Unlock Gate/House
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if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed) then {
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if (s_player_unlockhouse < 0) then {
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s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Unlock"], 1, true, true];
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};
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} else {
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player removeAction s_player_unlockhouse;
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s_player_unlockhouse = -1;
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};
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// Lock Gate/House
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if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed) then {
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if (s_player_lockhouse < 0) then {
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s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Lock"], 1, true, true];
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};
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} else {
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player removeAction s_player_lockhouse;
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s_player_lockhouse = -1;
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};
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//Break In
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if ((_isHouse or _isLockableGate) && (_ownerPID != _uid) && !_isUnlocked && !_isActionInProgress) then {
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if (s_player_breakinhouse < 0) then {
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s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",_cursorTarget, 1, true, true];
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};
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} else {
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player removeAction s_player_breakinhouse;
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s_player_breakinhouse = -1;
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};*/
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if ((_typeOfCursorTarget == "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
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_hasAccess = [player, _cursorTarget] call FNC_check_access;
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_allowed = ((_hasAccess select 0) || {_hasAccess select 2} || {_hasAccess select 3} || {_hasAccess select 4});
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@@ -806,7 +702,7 @@ if (!isNull _cursorTarget && {!_inVehicle} && {!_isPZombie} && {player distance
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};
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// inplace upgrade tool
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if (((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base") || (_cursorTarget isKindOf "DZ_storage_base") || (_typeOfCursorTarget in DZE_isNewStorage)) && !(_typeOfCursorTarget in DZE_DisableUpgrade)) then {
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if (((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base") || (_cursorTarget isKindOf "DZE_Housebase") || (_cursorTarget isKindOf "DZ_storage_base") || (_typeOfCursorTarget in DZE_isNewStorage)) && !(_typeOfCursorTarget in DZE_DisableUpgrade)) then {
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if ((s_player_lastTarget select 0) != _cursorTarget) then {
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if (s_player_upgrade_build > 0) then {
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player removeAction s_player_upgrade_build;
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@@ -1044,23 +940,6 @@ if (!isNull _cursorTarget && {!_inVehicle} && {!_isPZombie} && {player distance
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s_player_destroytent = -1;
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// player removeAction s_player_attach_bomb;
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// s_player_attach_bomb = -1;
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/* //Unlock,Lock // Vanilla base building currently not used in Epoch
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player removeAction s_player_setCode;
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s_player_setCode = -1;
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player removeAction s_player_lockhouse;
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s_player_lockhouse = -1;
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player removeAction s_player_unlockhouse;
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s_player_unlockhouse = -1;
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player removeAction s_player_openGate;
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s_player_openGate = -1;
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player removeAction s_player_CloseGate;
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s_player_CloseGate = -1;
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player removeAction s_player_breakinhouse;
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s_player_breakinhouse = -1;
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player removeAction s_player_BuildUnLock;
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s_player_BuildUnLock = -1;
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player removeAction s_player_BuildLock;
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s_player_BuildLock = -1;*/
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{player removeAction _x} count s_player_combi;s_player_combi = [];
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s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];
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{player removeAction _x} count s_player_parts;s_player_parts = [];
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@@ -9,8 +9,7 @@ if (!isDedicated) then {
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//"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
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//"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla
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"filmic" setToneMappingParams [0.4, 0.35, 0.18, 0.1, 0.1, 5, 6, 3.8]; setToneMapping "filmic";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_padlock.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf";
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@@ -1,7 +1,6 @@
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// Both client and server
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"PVDZ_hlt_Bleed" addPublicVariableEventHandler {(_this select 1) spawn fnc_usec_damageBleed};
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"PVCDZ_veh_SH" addPublicVariableEventHandler {(_this select 1) call fnc_veh_handleDam}; // set damage to vehicle part
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//"PVCDZ_obj_Damage" addPublicVariableEventHandler {(_this select 1) call fnc_Obj_FenceHandleDam}; // set damage to object. //Vanilla fences not used in Epoch
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"PVDZ_veh_SF" addPublicVariableEventHandler {(_this select 1) call fnc_veh_handleRepair}; // repair a part from a vehicle
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"PVCDZ_obj_HideBody" addPublicVariableEventHandler {hideBody (_this select 1)};
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"PVCDZ_obj_GutBody" addPublicVariableEventHandler {(_this select 1) spawn local_gutObject};
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@@ -78,7 +77,6 @@ if (isServer) then {
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"PVDZ_plr_SwitchMove" addPublicVariableEventHandler {((_this select 1) select 0) switchMove ((_this select 1) select 1);}; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients
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"PVDZ_obj_Publish" addPublicVariableEventHandler {(_this select 1) call server_publishObj}; //Used by built items (Epoch and Vanilla)
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"PVDZ_veh_Save" addPublicVariableEventHandler {(_this select 1) call server_updateObject};
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//"PVDZ_fence_Update" addPublicVariableEventHandler {(_this select 1) call server_addtoFenceUpdateArray};
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"PVDZ_plr_Login1" addPublicVariableEventHandler {_id = (_this select 1) call server_playerLogin};
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"PVDZ_plr_Login2" addPublicVariableEventHandler {(_this select 1) call server_playerSetup};
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"PVDZ_plr_LoginRecord" addPublicVariableEventHandler {_id = (_this select 1) spawn dayz_recordLogin};
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@@ -101,20 +99,6 @@ if (isServer) then {
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};
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"PVDZE_PingSend" addPublicVariableEventHandler {PVDZE_PingReceived = 1; (owner (_this select 1)) publicVariableClient "PVDZE_PingReceived";};
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//Added as part of the maintenance system to allow the server to replace the damaged model with a normal model.
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/*"PVDZ_object_replace" addPublicVariableEventHandler {
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_object = _this select 1;
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_vars = _object getVariable "MaintenanceVars";
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_ownerArray = _object getVariable ["ownerArray",[]];
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if (!isNil "_vars" && _object isKindOf "DZ_buildables") then {
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deleteVehicle _object;
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_object = createVehicle [(_vars select 0), (_vars select 1), [], 0, if ((_vars select 0) in DayZ_nonCollide) then {"NONE"} else {"CAN_COLLIDE"}];
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_object setVariable["Maintenance",false,true];
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_object setVariable["ownerArray", _ownerArray, true];
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};
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};*/
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"PVDZ_Server_Simulation" addPublicVariableEventHandler {
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_agent = (_this select 1) select 0;
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_control = (_this select 1) select 1;
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@@ -180,49 +164,6 @@ if (isServer) then {
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};
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*/
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};
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//"PVDZ_Server_processSetAccessCode" addPublicVariableEventHandler {(_this select 1) call pvs_processSetAccessCode};
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//"PVDZ_Server_processCode" addPublicVariableEventHandler {(_this select 1) call pvs_processAccessCode};
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/*
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"PVDZ_Server_processSetAccessCode" addPublicVariableEventHandler {
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private ["_unitSending","_object","_object","_code"];
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_unitSending = (_this select 1) select 0;
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_object = (_this select 1) select 1;
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_code = (_this select 1) select 2;
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//diag_log format["%1, %2-%3",_unitSending,_object,_code];
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_ownerID = owner _unitSending;
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_ownerArray = _object getVariable ["ownerArray",["0"]];
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if ((_ownerArray select 0) == (getPlayerUID _unitSending)) then {
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if (_unitSending distance _object < 5) then {
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_object setVariable ["dayz_padlockCombination",_code,false];
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PVCDZ_Client_processAccessCode = [_code];
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_ownerID publicVariableClient "PVCDZ_Client_processAccessCode";
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[_object,"accessCode",_code] call server_updateObject;
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_object setVariable ["dayz_padlockHistory", [], true];
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_object setVariable ["dayz_padlockLockStatus", true,true];
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diag_log format["INFO: %1, %5 has changed the access code for %2 with %3 at time %4",(name _unitSending),(typeof _object),_code,time,(getPlayerUID _unitSending)];
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} else {
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diag_log format["WARNING: %1, %5 is asking to change access code of %2 from a distance of %3 at time %4",(name _unitSending),(typeof _object),(_unit distance _object),time,(getPlayerUID _unitSending)];
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};
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} else {
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diag_log format["WARNING: %1, %2 is trying to set a code for a gate he does not own.",(name _unitSending),(getPlayerUID _unitSending)];
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};
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};
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*/
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/*"PVDZ_Server_buildLock" addPublicVariableEventHandler {
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_object = (_this select 1) select 0;
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[_object,"buildLock"] call server_updateObject;
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};*/
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};
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//Client only
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@@ -246,7 +187,7 @@ if (!isDedicated) then {
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"PVDZ_drg_RaUW" addPublicVariableEventHandler {(_this select 1) execVM "\z\addons\dayz_code\medical\load\unload_wounded.sqf"};
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"PVDZ_obj_Fire" addPublicVariableEventHandler {(_this select 1) spawn BIS_Effects_Burn};
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"PVCDZ_plr_Humanity" addPublicVariableEventHandler {(_this select 1) spawn player_humanityChange};
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"PVDZE_plr_FriendRQ" addPublicVariableEventHandler {if (player == ((_this select 1) select 0)) then {localize "str_epoch_player_2" call dayz_rollingMessages;};};
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"PVDZE_plr_FriendRQ" addPublicVariableEventHandler {if (player == ((_this select 1) select 0)) then {localize "str_epoch_player_2" call dayz_rollingMessages;};};
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//Medical
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"PVCDZ_hlt_Morphine" addPublicVariableEventHandler {(_this select 1) call player_medMorphine};
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@@ -275,27 +216,6 @@ if (!isDedicated) then {
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_unit setVariable ["NORRN_unconscious", true, true];
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};
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/*"PVCDZ_Client_processCode" addPublicVariableEventHandler {
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_object = (_this select 1) select 0;
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_result = (_this select 1) select 1;
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_codeGuess = (_this select 1) select 2;
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if (_result) then {
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_object setVariable ["dayz_padlockLockStatus", false,true];
|
||||
_object setVariable ["isOpen", "1", true];
|
||||
_object setVariable ["dayz_padlockHistory", [], true];
|
||||
format[localize "STR_BLD_UNLOCKED",typeOf _object] call dayz_rollingMessages;
|
||||
} else {
|
||||
format[localize "STR_BLD_WRONG_COMBO",typeOf _object] call dayz_rollingMessages;
|
||||
_object setVariable ["dayz_padlockHistory", _codeGuess, true];
|
||||
};
|
||||
};*/
|
||||
|
||||
/*"PVCDZ_Client_processAccessCode" addPublicVariableEventHandler {
|
||||
_codeGuess = (_this select 1) select 0;
|
||||
format[localize "STR_BLD_COMBO_SET",_codeGuess] call dayz_rollingMessages;
|
||||
};*/
|
||||
|
||||
if (toLower DZE_DeathMsgChat != "none" or DZE_DeathMsgRolling or DZE_DeathMsgDynamicText) then {
|
||||
"PVDZE_deathMessage" addPublicVariableEventHandler {(_this select 1) call dze_deathMessage};
|
||||
};
|
||||
|
||||
@@ -107,7 +107,6 @@ if (isServer) then {
|
||||
dayz_traps = [];
|
||||
dead_bodyCleanup = [];
|
||||
needUpdate_objects = [];
|
||||
needUpdate_FenceObjects = [];
|
||||
dayz_choppedTrees = [];
|
||||
dayz_ghostPlayers = [];
|
||||
dayz_activePlayers = [];
|
||||
@@ -117,9 +116,6 @@ if (isServer) then {
|
||||
PlayerDeaths = [];
|
||||
|
||||
//Objects to remove when killed.
|
||||
DayZ_nonCollide = ["TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3", "StashMedium4", "DomeTentStorage", "DomeTentStorage0", "DomeTentStorage1", "DomeTentStorage2", "DomeTentStorage3", "DomeTentStorage4", "CamoNet_DZ", "DesertTentStorage", "DesertTentStorage0", "DesertTentStorage1", "DesertTentStorage2", "DomeTentStorage3", "DesertTentStorage4"];
|
||||
DayZ_WoodenFence = ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","WoodenFence_7"];
|
||||
DayZ_WoodenGates = ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4"];
|
||||
DayZ_removableObjects = ["Wire_cat1","Sandbag1_DZ","Hedgehog_DZ","CamoNet_DZ","Trap_Cans","TrapTripwireFlare","TrapBearTrapSmoke","TrapTripwireGrenade","TrapTripwireSmoke","TrapBearTrapFlare"];
|
||||
|
||||
// Epoch Additions
|
||||
@@ -229,14 +225,6 @@ if (!isDedicated) then {
|
||||
s_player_destroytent = -1;
|
||||
//s_player_attach_bomb = -1;
|
||||
//s_player_Drinkfromhands = -1;
|
||||
/*s_player_lockhouse = -1; //Vanilla base building currently not used in Epoch
|
||||
s_player_unlockhouse = -1;
|
||||
s_player_openGate = -1;
|
||||
s_player_CloseGate = -1;
|
||||
s_player_breakinhouse = -1;
|
||||
s_player_setCode = -1;
|
||||
s_player_BuildUnLock = -1;
|
||||
s_player_BuildLock = -1;*/
|
||||
|
||||
// Epoch Additions
|
||||
s_player_packvault = -1;
|
||||
|
||||
@@ -23,4 +23,5 @@ Folder for old scripts that are no longer used by epoch. All scripts can still b
|
||||
//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_curTimeStr.sqf";
|
||||
//fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_niceSpot.sqf";
|
||||
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\old\achievements_init.sqf";
|
||||
//fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fence_handleDam.sqf";
|
||||
//fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fence_handleDam.sqf";
|
||||
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\old\fn_padlock.sqf";
|
||||
@@ -112,12 +112,6 @@ check_publishobject = {
|
||||
_allowed = true;
|
||||
};
|
||||
|
||||
//Buildings
|
||||
if (_object isKindOf "DZ_buildables") then {
|
||||
_saveObject = "DZ_buildables";
|
||||
_allowed = true;
|
||||
};
|
||||
|
||||
#ifdef OBJECT_DEBUG
|
||||
diag_log format["DEBUG: Object: %1 published by %2 is allowed by %3",_object,_playername,_saveObject];
|
||||
#endif
|
||||
|
||||
@@ -8,183 +8,128 @@ item3[] = {"true",8,218,-75.000000,250.000000,25.000000,300.000000,0.000000,"tru
|
||||
item4[] = {"",7,210,-204.000015,271.000000,-195.999985,279.000031,0.000000,""};
|
||||
item5[] = {"",7,210,-204.000015,-104.000000,-196.000000,-96.000000,0.000000,""};
|
||||
item6[] = {"initialized",4,218,-75.000000,-350.000000,25.000000,-300.000000,0.000000,"initialized"};
|
||||
item7[] = {"prepare",2,250,-75.000000,-275.000000,25.000000,-225.000000,0.000000,"prepare"};
|
||||
item8[] = {"update_objects",2,4346,-125.000000,75.000000,-25.000000,125.000000,0.000000,"update objects"};
|
||||
item9[] = {"Objects_need_upd",4,218,-125.000000,0.000000,-25.000000,50.000000,1.000000,"Objects" \n "need update"};
|
||||
item10[] = {"FenceObjects_need",4,218,-25.000000,0.000000,75.000000,50.000000,1.000000,"FenceObjects" \n "need update"};
|
||||
item11[] = {"update_objects_1",2,250,-25.000000,75.000000,75.000000,125.000000,0.000000,"update objects"};
|
||||
item7[] = {"prepare",2,4346,-75.000000,-275.000000,25.000000,-225.000000,0.000000,"prepare"};
|
||||
item8[] = {"update_objects",2,250,-75.220673,77.428261,24.779324,127.428261,0.000000,"update objects"};
|
||||
item9[] = {"Objects_need_upd",4,218,-75.220726,-1.214130,24.779320,48.785873,1.000000,"Objects" \n "need update"};
|
||||
link0[] = {0,6};
|
||||
link1[] = {1,2};
|
||||
link2[] = {2,9};
|
||||
link3[] = {2,10};
|
||||
link4[] = {3,4};
|
||||
link5[] = {4,5};
|
||||
link6[] = {5,2};
|
||||
link7[] = {6,7};
|
||||
link8[] = {7,1};
|
||||
link9[] = {8,3};
|
||||
link10[] = {9,8};
|
||||
link11[] = {10,11};
|
||||
link12[] = {11,3};
|
||||
globals[] = {0.000000,0,0,0,0,640,480,1,15,6316128,1,-520.235962,640.978394,444.212921,-448.684845,779,895,1};
|
||||
window[] = {2,-1,-1,-1,-1,803,75,1404,75,3,797};
|
||||
link3[] = {3,4};
|
||||
link4[] = {4,5};
|
||||
link5[] = {5,2};
|
||||
link6[] = {6,7};
|
||||
link7[] = {7,1};
|
||||
link8[] = {8,3};
|
||||
link9[] = {9,8};
|
||||
globals[] = {0.000000,0,0,0,0,640,480,1,15,6316128,1,-285.818726,406.559204,464.760406,-344.050812,779,910,1};
|
||||
window[] = {2,-1,-1,-1,-1,858,130,1459,130,3,797};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "DayZ Server Vehicle Sync";
|
||||
class States
|
||||
fsmName = "DayZ Server Vehicle Sync";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "initialized">*/
|
||||
class initialized
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
itemno = 0;
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "initialized">*/
|
||||
class initialized
|
||||
{
|
||||
itemno = 6;
|
||||
priority = 0.000000;
|
||||
to="prepare";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "waiting">*/
|
||||
class waiting
|
||||
{
|
||||
name = "waiting";
|
||||
itemno = 2;
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "FenceObjects_need">*/
|
||||
class FenceObjects_need
|
||||
{
|
||||
itemno = 10;
|
||||
priority = 1.000000;
|
||||
to="update_objects_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(( (count needUpdate_FenceObjects) > 0) && (diag_tickTime -_lastfenceUpdate> 5) && (!isNil ""sm_done""))"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_lastfenceUpdate = diag_tickTime;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Objects_need_upd">*/
|
||||
class Objects_need_upd
|
||||
{
|
||||
itemno = 9;
|
||||
priority = 1.000000;
|
||||
to="update_objects";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(( (count needUpdate_objects) > 0) && (diag_tickTime -_lastVehicleUpdate> 5) && (!isNil ""sm_done""))"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_lastNeedUpdate = diag_tickTime;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "prepare">*/
|
||||
class prepare
|
||||
{
|
||||
name = "prepare";
|
||||
itemno = 7;
|
||||
init = /*%FSM<STATEINIT""">*/"diag_log (""CLEANUP: INITIALIZING Vehicle SCRIPT"");" \n
|
||||
"" \n
|
||||
"" \n
|
||||
"_lastVehicleUpdate = diag_tickTime;" \n
|
||||
"_lastfenceUpdate = diag_tickTime;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
itemno = 1;
|
||||
priority = 0.000000;
|
||||
to="waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "update_objects">*/
|
||||
class update_objects
|
||||
{
|
||||
name = "update_objects";
|
||||
itemno = 8;
|
||||
init = /*%FSM<STATEINIT""">*/"if (object_debug) then {" \n
|
||||
" diag_log format[""INFO: needUpdate_objects=%1"",needUpdate_objects];" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"{" \n
|
||||
" needUpdate_objects = needUpdate_objects - [_x];" \n
|
||||
" [_x,""damage"",true] call server_updateObject;" \n
|
||||
"} forEach needUpdate_objects;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
itemno = 3;
|
||||
priority = 0.000000;
|
||||
to="waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "update_objects_1">*/
|
||||
class update_objects_1
|
||||
{
|
||||
name = "update_objects_1";
|
||||
itemno = 11;
|
||||
init = /*%FSM<STATEINIT""">*/"diag_log format[""INFO: needUpdate_FenceObjects=%1"",needUpdate_FenceObjects];" \n
|
||||
"" \n
|
||||
"{" \n
|
||||
" needUpdate_FenceObjects = needUpdate_FenceObjects - [_x];" \n
|
||||
" [_x,""objWallDamage""] call server_updateObject;" \n
|
||||
"} forEach needUpdate_FenceObjects;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
itemno = 3;
|
||||
priority = 0.000000;
|
||||
to="waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
priority = 0.000000;
|
||||
to="prepare";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "waiting">*/
|
||||
class waiting
|
||||
{
|
||||
name = "waiting";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Objects_need_upd">*/
|
||||
class Objects_need_upd
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="update_objects";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(( (count needUpdate_objects) > 0) && (diag_tickTime -_lastVehicleUpdate> 5) && (!isNil ""sm_done""))"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_lastNeedUpdate = diag_tickTime;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "prepare">*/
|
||||
class prepare
|
||||
{
|
||||
name = "prepare";
|
||||
init = /*%FSM<STATEINIT""">*/"diag_log (""CLEANUP: INITIALIZING Vehicle SCRIPT"");" \n
|
||||
"" \n
|
||||
"_lastVehicleUpdate = diag_tickTime;" \n
|
||||
"" \n
|
||||
"" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "update_objects">*/
|
||||
class update_objects
|
||||
{
|
||||
name = "update_objects";
|
||||
init = /*%FSM<STATEINIT""">*/"if (object_debug) then {" \n
|
||||
" diag_log format[""INFO: needUpdate_objects=%1"",needUpdate_objects];" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"{" \n
|
||||
" needUpdate_objects = needUpdate_objects - [_x];" \n
|
||||
" [_x,""damage"",true] call server_updateObject;" \n
|
||||
"} forEach needUpdate_objects;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
/*%FSM</COMPILE>*/
|
||||
Reference in New Issue
Block a user