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https://github.com/EpochModTeam/DayZ-Epoch.git
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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
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@@ -17,37 +17,36 @@ _objType = typeOf _obj;
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_lockedClass = getText (configFile >> "CfgVehicles" >> _objType >> "lockedClass");
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_text = getText (configFile >> "CfgVehicles" >> _objType >> "displayName");
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// Silently exit if object no longer exists
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if (isNull _obj) exitWith { dayz_actionInProgress = false; };
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if (isNull _obj) exitWith {dayz_actionInProgress = false;};
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// Server_handleSafeGear is called unscheduled and exits if the object is null, so two players locking at the same time will not work
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_playerNear = _obj call dze_isnearest_player;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_11" call dayz_rollingMessages;};
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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_ownerID = _obj getVariable["CharacterID","0"];
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_ComboMatch = (_ownerID == dayz_combination);
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if (DZE_permanentPlot) then {_ownerID = _obj getVariable["ownerPUID","0"];};
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if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages; };
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if (!_ComboMatch && (_ownerID != dayz_playerUID)) exitWith {dayz_actionInProgress = false; s_player_lockvault = -1; format[localize "str_epoch_player_115",_text] call dayz_rollingMessages;};
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if (!isNull _obj) then {
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(findDisplay 106) closeDisplay 0; // Close gear
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dze_waiting = nil;
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[_lockedClass,objNull] call fn_waitForObject;
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if (_lockedClass == "LockboxStorageLocked") then {
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[player,"lockboxclose",0,false] call dayz_zombieSpeak;
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} else {
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[player,"safeclose",0,false] call dayz_zombieSpeak;
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};
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PVDZE_handleSafeGear = [player,_obj,1];
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publicVariableServer "PVDZE_handleSafeGear";
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//wait for response from server to verify safe was logged and saved before proceeding
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waitUntil {!isNil "dze_waiting"};
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publicVariableServer "PVDZE_handleSafeGear";
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waitUntil {!isNil "dze_waiting"}; // wait for response from server to verify safe was logged and saved before proceeding
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format[localize "str_epoch_player_117",_text] call dayz_rollingMessages;
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};
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s_player_lockvault = -1;
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dayz_actionInProgress = false;
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