Remove global ObjectID and ObjectUID from server functions

All ObjectIDs and ObjectUIDs are only visible on the server now no longer on the client.
This commit is contained in:
A Man
2022-03-25 14:29:00 +01:00
parent 2168d504bb
commit d4e6e786d2
17 changed files with 17 additions and 28 deletions

View File

@@ -1,12 +1,10 @@
if (dayz_actionInProgress) exitWith { localize "str_player_actionslimit" call dayz_rollingMessages; };
dayz_actionInProgress = true;
private ["_emptycan","_objectID","_objectUID","_obj","_fuelArray","_matchArray","_randomJerryCan","_fireIntensity","_finished"];
private ["_emptycan","_obj","_fuelArray","_matchArray","_randomJerryCan","_fireIntensity","_finished"];
//Tent Object
_obj = _this select 3;
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
//Active Arrays.
_fuelArray = [];

View File

@@ -15,8 +15,6 @@ dayz_actionInProgress = true;
local _obj = _this;
local _objType = typeOf _obj;
local _objectID = _obj getVariable["ObjectID","0"];
local _objectUID = _obj getVariable["ObjectUID","0"];
local _ownerID = _obj getVariable["ownerPUID","0"];
local _playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1;