Speed up playerSync a little

Removed unused variables and redundant checks.

_Force was always true so any condition with an OR _force in it was the
same as (true) i.e. redundant.
This commit is contained in:
ebaydayz
2016-09-17 14:03:05 -04:00
parent 9c2f15159a
commit da70306291
2 changed files with 36 additions and 44 deletions

View File

@@ -51,15 +51,7 @@ if (_characterID != "?") exitwith {
if (alive _playerObj) then {
// High priority. Sync must finish fast before player object isNull
[_playerObj,nil,true,true] call server_playerSync;
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
//Punish combat log
if (_inCombat > 0) then {
_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
@@ -71,6 +63,16 @@ if (_characterID != "?") exitwith {
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
[nil, nil, rTitleText, format["PLAYER COMBAT LOGGED: %1",_playerName], "PLAIN"] call RE; // Message whole server
};
// Low priority. Player object not needed
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
};
/*