Revert to previous code for lock and unlock safes

Should fix dupe issues introduced with that newer system
This commit is contained in:
[VB]AWOL
2014-05-07 09:44:41 -05:00
parent 6193106f7f
commit e1577bc4f3
3 changed files with 20 additions and 62 deletions

View File

@@ -58,8 +58,23 @@ if(!isNull _obj) then {
_holder setVariable["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos", _pos, true];
PVDZE_obj_setlocalVars = [_obj,_holder,player];
publicVariableServer "PVDZE_obj_setlocalVars";
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
// remove vault
deleteVehicle _obj;
// Fill variables with loot
if (count _weapons > 0) then {
_holder setVariable ["WeaponCargo", _weapons, true];
};
if (count _magazines > 0) then {
_holder setVariable ["MagazineCargo", _magazines, true];
};
if (count _backpacks > 0) then {
_holder setVariable ["BackpackCargo", _backpacks, true];
};
cutText [format[(localize "str_epoch_player_117"),_text], "PLAIN DOWN"];
};

View File

@@ -60,27 +60,15 @@ if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
_obj setVariable["packing",1];
[1,1] call dayz_HungerThirst;
_weapons = _obj getVariable["WeaponCargo",[]];
_magazines = _obj getVariable["MagazineCargo",[]];
_backpacks = _obj getVariable["BackpackCargo",[]];
player playActionNow "Medic";
sleep 1;
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 5;
PVDZE_obj_getlocalVars = [player, _obj];
PVDZE_localVarsResult = nil;
publicVariableServer "PVDZE_obj_getlocalVars";
waitUntil {sleep 1; !isNil "PVDZE_localVarsResult"};
_weapons = if (typeName (PVDZE_localVarsResult select 0) == "ARRAY") then { (PVDZE_localVarsResult select 0) } else { [] };
_magazines = if (typeName (PVDZE_localVarsResult select 1) == "ARRAY") then { (PVDZE_localVarsResult select 1) } else { [] };
_backpacks = if (typeName (PVDZE_localVarsResult select 2) == "ARRAY") then { (PVDZE_localVarsResult select 2) } else { [] };
_holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
if ((isNull _holder) or (isNil "_holder")) then {
_holder = createVehicle [_unlockedClass,_pos,[], 0, "CAN_COLLIDE"];
};
// Remove locked vault
deleteVehicle _obj;
_holder setdir _dir;