Update dayz_spaceInterrupt.sqf

Changed starts at line 87 and end at line 93.
Fix for glitching through doors.
This commit is contained in:
Mikeeeyy
2014-07-29 17:47:29 +01:00
parent cb633715fa
commit a4ade23086

View File

@@ -84,6 +84,14 @@ if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Sur
if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
//Prevent exploit of glitching through doors
if (_dikCode in actionKeys "Prone") then {
_doors = nearestObjects [player, DZE_DoorsLocked, 3];
if (count _doors > 0) then {
_handled = true;
};
};
//Prevent exploit of drag body //Prevent exploit of drag body
if ((_dikCode in actionKeys "Prone") && r_drag_sqf) exitWith { force_dropBody = true; }; if ((_dikCode in actionKeys "Prone") && r_drag_sqf) exitWith { force_dropBody = true; };
if ((_dikCode in actionKeys "Crouch") && r_drag_sqf) exitWith { force_dropBody = true; }; if ((_dikCode in actionKeys "Crouch") && r_drag_sqf) exitWith { force_dropBody = true; };