tweak switch model/morph again

This commit is contained in:
icomrade
2017-07-29 14:50:24 -04:00
parent ff7ec49ac5
commit bc4be38629
2 changed files with 8 additions and 5 deletions

View File

@@ -4,11 +4,12 @@ _charID = _this select 1;
_model = _this select 2; _model = _this select 2;
_old = player; _old = player;
_old removeAllEventHandlers "FiredNear";
_old removeAllEventHandlers "HandleDamage";
_old removeAllEventHandlers "Killed";
_old removeAllEventHandlers "Fired";
_old allowDamage false; _old allowDamage false;
player removeEventHandler ["FiredNear",eh_player_killed]; _old AddEventHandler ["HandleDamage", {False}];
player removeEventHandler ["HandleDamage",mydamage_eh1];
player removeEventHandler ["Killed",mydamage_eh3];
player removeEventHandler ["Fired",mydamage_eh2];
_updates = player getVariable ["updatePlayer",[false,false,false,false,false]]; _updates = player getVariable ["updatePlayer",[false,false,false,false,false]];
_updates set [0,true]; _updates set [0,true];
@@ -108,6 +109,7 @@ if (Z_SingleCurrency) then {
call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back. call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back.
dayz_actionInProgress = false; //Allow self actions to run now. dayz_actionInProgress = false; //Allow self actions to run now.
player removeEventHandler ["HandleDamage",mydamage_eh1];
eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}]; eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}];
[player] call fnc_usec_damageHandle; [player] call fnc_usec_damageHandle;
player allowDamage true; player allowDamage true;

View File

@@ -81,11 +81,12 @@ _leader = (player == leader _oldGroup);
_group = createGroup west; _group = createGroup west;
_newUnit = _group createUnit [_class,respawn_west_original,[],0,"NONE"]; _newUnit = _group createUnit [_class,respawn_west_original,[],0,"NONE"];
_newUnit allowDamage false; _newUnit allowDamage false;
mydamage_eh1 = _newUnit AddEventHandler ["HandleDamage", {False}];
_newUnit setDir _dir; _newUnit setDir _dir;
{_newUnit removeMagazine _x;} count magazines _newUnit; {_newUnit removeMagazine _x;} count magazines _newUnit;
removeAllWeapons _newUnit; removeAllWeapons _newUnit;
if (!isnil "_CID") then {_newUnit setVariable ["characterID",_CID,true];}; //set early to prevent dupe if (!isnil "_CID") then {_newUnit setVariable ["characterID",_CID,true];};
//Equip New Character //Equip New Character
{ {