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

@@ -1,24 +1,26 @@
/*
[_obj] call player_packTent;
[_obj] call player_packTent;
*/
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_alreadyPacking","_backpacks","_bag","_campItems","_dir","_holder","_magazines","_obj","_objectID","_objectUID","_ownerID","_packobj","_playerNear","_pos","_weapons","_finished","_posPlayer","_text"];
private ["_alreadyPacking","_backpacks","_bag","_campItems","_dir","_holder","_magazines","_obj","_objectID","_objectUID","_ownerID","_packobj","_playerNear","_pos","_weapons","_finished","_posPlayer","_text","_typeOf"];
_obj = _this;
_typeOf = typeOf _obj;
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
if (DZE_permanentPlot) then {
_ownerID = _obj getVariable["ownerPUID","0"];
};
// Make sure no other players are nearby
_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase",10]) > 1;
_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;};
_packobj = getText (configFile >> "CfgVehicles" >> typeOf _obj >> "pack");
_packobj = getText (configFile >> "CfgVehicles" >> _typeOf >> "pack");
player removeAction s_player_packtent;
s_player_packtent = -1;
@@ -27,7 +29,7 @@ s_player_packtentinfected = -1;
_campItems = ["IC_DomeTent","IC_Tent"];
if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems) then {
if (_ownerID in [dayz_characterID,dayz_playerUID] || {_typeOf in _campItems}) then {
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {localize "str_player_beingpacked" call dayz_rollingMessages;};
@@ -38,7 +40,7 @@ if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems)
[player,"tentpack",0,false,20] call dayz_zombieSpeak;
[player,20,true,getPosATL player] call player_alertZombies;
_text = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "displayName");
_text = getText (configFile >> "CfgVehicles" >> _typeOf >> "displayName");
format[localize "str_epoch_player_121",_text] call dayz_rollingMessages;
_finished = ["Medic",1] call fn_loopAction;
@@ -48,11 +50,8 @@ if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems)
_posPlayer = getPosATL player;
_pos set [2,_posPlayer select 2];
if (_pos select 2 < 0) then {
_pos set [2,0];
};
if (_pos select 2 < 0) then {_pos set [2,0];};
//place tent (local)
_bag = _packobj createVehicle [0,0,0];
_bag setDir _dir;
_bag setPosATL _pos;
@@ -76,4 +75,5 @@ if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems)
} else {
localize "str_fail_tent_pack" call dayz_rollingMessages;
};
dayz_actionInProgress = false;