Better combat log detection method on server

"noatlf4" variable is set on server through PV from damage handler. No
need to worry about diag_tickTime difference between clients and server.
This commit is contained in:
ebaydayz
2016-05-02 15:12:43 -04:00
parent c951680ffd
commit c4ed93959e
2 changed files with 5 additions and 7 deletions

View File

@@ -360,15 +360,14 @@ while {1 == 1} do {
_startcombattimer = player getVariable["startcombattimer", 0];
if (_startcombattimer == 1 || _PlayerNearby) then {
player setVariable["combattimeout", diag_tickTime + 30, true]; // Global used to punish combat log in server_onPlayerDisconnect
player setVariable["combattimeout", diag_tickTime + 30, false];
player setVariable["startcombattimer", 0, false];
} else {
if (_ZedsNearby && !_isPZombie) then {
player setVariable["combattimeout", diag_tickTime + 10, true]; // Global used to punish combat log in server_onPlayerDisconnect
player setVariable["combattimeout", diag_tickTime + 10, false];
player setVariable["startcombattimer", 0, false];
};
};
//setGroupIconsVisible [false,false];
//clearGroupIcons group player;
@@ -451,4 +450,4 @@ while {1 == 1} do {
_timerMonitor = diag_ticktime;
};
*/
};
};