Sync near player checks

Checking if the player is the closest is not always the best idea, this
fixes a few dupes and syncs the distance for all player checks
This commit is contained in:
oiad
2020-06-13 11:26:44 +12:00
parent ac79d91ca0
commit b06d3d4623
16 changed files with 147 additions and 216 deletions

View File

@@ -4,7 +4,7 @@ private ["_isMotorcycle","_hits","_part","_color","_vehicle","_PlayerNear","_hit
_vehicle = _this select 3;
{dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
_PlayerNear = {isPlayer _x} count ((getPosATL _vehicle) nearEntities ["CAManBase", 10]) > 1;
_PlayerNear = {isPlayer _x} count ((getPosATL _vehicle) nearEntities ["CAManBase", 12]) > 1;
if (_PlayerNear) exitWith {dayz_myCursorTarget = objNull; localize "str_pickup_limit_5" call dayz_rollingMessages;};
dayz_myCursorTarget = _vehicle;
@@ -82,7 +82,6 @@ if (!_is6WheelType) then {
} count _hitpoints;
if (count _hitpoints > 0 ) then {
// Localized in A2OA\Expansion\dta\languagecore
_cancel = dayz_myCursorTarget addAction [localize "str_action_cancel_action", "\z\addons\dayz_code\actions\repair_cancel.sqf","repair", 0, true, false];
s_player_repairActions set [count s_player_repairActions,_cancel];
s_player_repair_crtl = 1;