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https://github.com/EpochModTeam/DayZ-Epoch.git
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Fix self actions duplicating when changing clothes and looking at a safe
This was also a bug in 1051. Thanks to Epoch forums user jOoPs for reporting.
This commit is contained in:
@@ -21,5 +21,6 @@
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[FIXED] No damage from hitting ground after HALO jump when DZE_HaloOpenChuteHeight was set to -1. @ebayShopper
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[FIXED] No damage from hitting ground after HALO jump when DZE_HaloOpenChuteHeight was set to -1. @ebayShopper
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[FIXED] Added back missing call to Epoch player_antiWall function for preventing base glitching. #1817 @ndavalos @ebayShopper
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[FIXED] Added back missing call to Epoch player_antiWall function for preventing base glitching. #1817 @ndavalos @ebayShopper
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[FIXED] HALO fresh spawns stuck in air or failing to start correctly sometimes due to player simulation disabled. #1809 @oiad @ebayShopper
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[FIXED] HALO fresh spawns stuck in air or failing to start correctly sometimes due to player simulation disabled. #1809 @oiad @ebayShopper
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[FIXED] Self actions sometimes duplicating when changing clothes and looking at a safe.
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[INFO] See Documents\CHANGE LOG 1.0.6.txt for the full list of 1.0.5.1 --> 1.0.6 changes.
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[INFO] See Documents\CHANGE LOG 1.0.6.txt for the full list of 1.0.5.1 --> 1.0.6 changes.
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@@ -9,11 +9,11 @@ _item call player_wearClothes;
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Added Female skin changes - DayZ Epoch - vbawol
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Added Female skin changes - DayZ Epoch - vbawol
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*/
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*/
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private ["_item","_onLadder","_hasclothesitem","_config","_text","_isFemale","_myModel","_humanity","_isBandit","_isHero",
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private ["_item","_onLadder","_hasclothesitem","_config","_text","_isFemale","_myModel","_humanity","_isBandit","_isHero",
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"_itemNew","_model","_skinToArray","_finalArray","_skinToModel"];
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"_itemNew","_model","_skinToArray","_finalArray","_skinToModel","_morphHandle"];
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_item = _this;
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_item = _this;
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call gear_ui_init;
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call gear_ui_init;
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dayz_actionInProgress = false; //reset for strange glitch
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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if (_onLadder) exitWith {localize "str_player_21" call dayz_rollingMessages; dayz_actionInProgress = false;};
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if (_onLadder) exitWith {localize "str_player_21" call dayz_rollingMessages; dayz_actionInProgress = false;};
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@@ -32,6 +32,7 @@ _humanity = player getVariable ["humanity",0];
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_isBandit = _humanity < -2000;
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_isBandit = _humanity < -2000;
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_isHero = _humanity > 5000;
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_isHero = _humanity > 5000;
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_itemNew = "Skin_" + _myModel;
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_itemNew = "Skin_" + _myModel;
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_morphHandle = nil;
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if ( (isClass(_config >> _itemNew)) ) then {
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if ( (isClass(_config >> _itemNew)) ) then {
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if ( (isClass(_config >> _item)) ) then {
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if ( (isClass(_config >> _item)) ) then {
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@@ -56,7 +57,7 @@ if ( (isClass(_config >> _itemNew)) ) then {
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 0};
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waitUntil {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "disableWeapons") == 0};
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*/
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*/
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player addMagazine _itemNew;
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player addMagazine _itemNew;
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[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
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_morphHandle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
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};
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};
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};
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};
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@@ -65,4 +66,8 @@ if ( (isClass(_config >> _itemNew)) ) then {
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};
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};
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};
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};
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};
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};
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dayz_actionInProgress = false;
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if (isNil "_morphHandle") then {
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// Don't set if humanity morph is still in progress (done at bottom of humanityMorph)
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dayz_actionInProgress = false;
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};
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@@ -93,7 +93,8 @@ player setVariable ["DZE_display_name",_tagSetting,true];
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//PVDZ_serverStoreVar = [player,"Achievements",_achievements];
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//PVDZ_serverStoreVar = [player,"Achievements",_achievements];
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//publicVariableServer "PVDZ_serverStoreVar";
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//publicVariableServer "PVDZ_serverStoreVar";
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call dayz_resetSelfActions;
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call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back.
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dayz_actionInProgress = false; //Allow self actions to run now.
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eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}];
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eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}];
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[player] call fnc_usec_damageHandle;
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[player] call fnc_usec_damageHandle;
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player allowDamage true;
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player allowDamage true;
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