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

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