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Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose. It is also pointless to keep an action count tally like r_action_count was doing, since it is only ever checked for being 0 or 1. Any count higher or lower than that is irrelevant. I will make this change in vanilla too.
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@@ -1,11 +1,11 @@
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private ["_sign","_location","_result","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
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if (DZE_ActionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_103" call dayz_rollingMessages;};
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dayz_actionInProgress = 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 {DZE_ActionInProgress = false; localize "str_epoch_player_104" call dayz_rollingMessages;};
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//if(_playerNear) exitWith {dayz_actionInProgress = false; localize "str_epoch_player_104" call dayz_rollingMessages;};
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// [part_out,part_in, qty_out, qty_in, loc];
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@@ -173,4 +173,4 @@ if (_qty >= _qty_in) then {
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};
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};
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DZE_ActionInProgress = false;
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dayz_actionInProgress = false;
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