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+ [FIXED] Testing some dupe fixes now require that no player is nearby
when selling vehicles, safe actions, and "take" items.
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@@ -6,6 +6,10 @@ if(player isKindOf "PZombie_VB") exitWith {};
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if(TradeInprogress) exitWith { cutText ["Take item already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot take item while another player is nearby." , "PLAIN DOWN"]; };
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_array = _this select 3;
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_type = _array select 0;
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_classname = _array select 1;
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@@ -3,6 +3,10 @@ private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in",
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot trade while another player is nearby." , "PLAIN DOWN"]; };
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// [part_out,part_in, qty_out, qty_in, loc];
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_activatingPlayer = _this select 1;
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@@ -3,6 +3,10 @@ private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in",
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// Test cannot lock while another player is nearby
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot trade while another player is nearby." , "PLAIN DOWN"]; };
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// [part_out,part_in, qty_out, qty_in, loc];
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_activatingPlayer = _this select 1;
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