mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Should prevent change clothes dupe
awaiting feedback, but I half-commited it in my previous commit accidently, so whatever
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@@ -4,7 +4,7 @@ _charID = _this select 1;
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_model = _this select 2;
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_old = player;
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player allowDamage false;
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_old allowDamage false;
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player removeEventHandler ["FiredNear",eh_player_killed];
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player removeEventHandler ["HandleDamage",mydamage_eh1];
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player removeEventHandler ["Killed",mydamage_eh3];
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@@ -38,7 +38,7 @@ if (Z_SingleCurrency) then {
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};
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//Switch
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_model call player_switchModel; //Already spawned thread, no need to spawn and waitUntil script is done
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[_model, _charID] call player_switchModel; //Already spawned thread, no need to spawn and waitUntil script is done
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//Login
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@@ -111,10 +111,7 @@ 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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[player] call fnc_usec_damageHandle;
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player allowDamage true;
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player addWeapon "Loot";
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uiSleep 0.1;
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call dayz_meleeMagazineCheck;
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call player_forceSave;
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uiSleep 0.1;
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if !(isNull _old) then {deleteVehicle _old;};
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@@ -1,4 +1,4 @@
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private ["_display","_timeout","_inCombat","_playerCheck","_zedCheck"];
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private ["_display","_timeout","_inCombat","_playerCheck","_zedCheck","_lastPing"];
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disableSerialization;
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waitUntil {
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_display = findDisplay 49;
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@@ -11,6 +11,9 @@ _btnAbort ctrlEnable false;
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_btnAbortText = ctrlText _btnAbort;
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_isPZombie = player isKindOf "PZombie_VB";
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_testTime = diag_tickTime;
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PVDZE_PingSend = player;
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publicVariableServer "PVDZE_PingSend";
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_lastPing = diag_tickTime;
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if (r_fracture_legs or _isPZombie) then {_btnRespawn ctrlEnable true;};
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@@ -29,7 +32,20 @@ while {(!isNull _display) && !r_player_dead} do {
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if (!isNull _gearDisplay) then {
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_gearDisplay closeDisplay 0;
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};
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if (diag_tickTime - _lastPing > 2) then {
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PVDZE_PingSend = player;
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publicVariableServer "PVDZE_PingSend";
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_lastPing = diag_tickTime;
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};
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switch true do {
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case (diag_tickTime - DZE_LastPingResp > 4) : {
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_btnAbort ctrlEnable false;
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_btnAbort ctrlSetText format["%1 (in 10)", _btnAbortText];
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if (TimeOutDisplayed) then {
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_display closeDisplay 2;
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closeDialog 2;
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};
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};
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case (_playerCheck) : {
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_btnAbort ctrlEnable false;
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_btnAbort ctrlSetText format["%1 (in 10)", _btnAbortText];
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