Do not set player in combat for throwing flare or chemlight

Vanilla commit:

848b03042d
This commit is contained in:
ebayShopper
2017-12-04 14:59:21 -05:00
parent b39a15cdd7
commit da7ea3bb4e
2 changed files with 12 additions and 9 deletions

View File

@@ -35,6 +35,7 @@
[UPDATED] Increased the coverage angle of headlights on land vehicles and added a headlight to the bicycle [UPDATED] Increased the coverage angle of headlights on land vehicles and added a headlight to the bicycle
[UPDATED] The huey searchlight and gunner seat now have improved visibility in first person view. [UPDATED] The huey searchlight and gunner seat now have improved visibility in first person view.
[UPDATED] Removed policecar from dayz_vehicles due to model errors, SQL must be updated if this vehicle was used, see 1.0.6.2_Updates.sql [UPDATED] Removed policecar from dayz_vehicles due to model errors, SQL must be updated if this vehicle was used, see 1.0.6.2_Updates.sql
[UPDATED] Player is no longer set in combat for throwing a flare or chemlight
[FIXED] Purchased and upgraded vehicles will now spawn quicker and no longer be destroyed by sched_safetyVehicle when server FPS is low. HiveExt.dll and SQL must be updated. See 1.0.6.2_Updates.sql [FIXED] Purchased and upgraded vehicles will now spawn quicker and no longer be destroyed by sched_safetyVehicle when server FPS is low. HiveExt.dll and SQL must be updated. See 1.0.6.2_Updates.sql
[FIXED] Kamaz refuel trucks no longer allow automatic refueling. #1855 @coresync2k @dreamforceinc [FIXED] Kamaz refuel trucks no longer allow automatic refueling. #1855 @coresync2k @dreamforceinc
@@ -48,7 +49,7 @@
[FIXED] The unconscious wake up animation can no longer be skipped by using a bandage or other right click actions. [FIXED] The unconscious wake up animation can no longer be skipped by using a bandage or other right click actions.
[FIXED] Sharpening a knife will no longer delete one if the player already had a fully sharpened knife on their toolbelt (duplicate weapon). [FIXED] Sharpening a knife will no longer delete one if the player already had a fully sharpened knife on their toolbelt (duplicate weapon).
[FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko [FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko
[FIXED] Arma cheats enterable on map display and create marker text box. #1915 @BigEgg17 [FIXED] Arma cheats (LeftShift + NumPad-) enterable on map display and create marker text box. #1915 @BigEgg17
[FIXED] It is no longer possible to duplicate melee weapons by double clicking to drop and right clicking at the same time. @F507DMT [FIXED] It is no longer possible to duplicate melee weapons by double clicking to drop and right clicking at the same time. @F507DMT
[FIXED] Death messages and damage sometimes showing RunOver when they should not due to a variable not resetting after being runover. @oiad [FIXED] Death messages and damage sometimes showing RunOver when they should not due to a variable not resetting after being runover. @oiad
[FIXED] CFGMoves/Animation CTD on server. @icomrade Thanks Choc for reporting [FIXED] CFGMoves/Animation CTD on server. @icomrade Thanks Choc for reporting

View File

@@ -21,14 +21,16 @@ private ["_handled"];
// Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4 // Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4
//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo)); //diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
_firer setVariable["startcombattimer", 1]; if !(_ammo isKindOf "LitObject") then {
if !(_firer getVariable["inCombat",false]) then { _firer setVariable["startcombattimer", 1];
_firer setVariable["inCombat",true,true]; if !(_firer getVariable["inCombat",false]) then {
}; _firer setVariable["inCombat",true,true];
if (_distance <= 8) then { };
_unit setVariable["startcombattimer", 1]; if (_distance <= 8) then {
if !(_unit getVariable["inCombat",false]) then { _unit setVariable["startcombattimer", 1];
_unit setVariable["inCombat",true,true]; if !(_unit getVariable["inCombat",false]) then {
_unit setVariable["inCombat",true,true];
};
}; };
}; };