diff --git a/dayz_code/DayZ_Changelog.txt b/dayz_code/DayZ_Changelog.txt deleted file mode 100644 index e59b5bdc8..000000000 --- a/dayz_code/DayZ_Changelog.txt +++ /dev/null @@ -1,441 +0,0 @@ -HOTFIX : 27th OCTOBER 2012 - - Affected addons: - * dayz_code 1.7.2.* - * dayz_server (server admins only) - - Developer's Note: - * - - Developer Changelog: - * - - Community Notes: - * - - Community Changelog: - Client.pbo - * [NEW] Tents can no longer be placed on concrete. - * [FIXED] Building checks for tent placement (No longer place tents in buildings). - * [FIXED] Tents now are one click place. - * [FIXED] Fixed function for checking if in buildings. - * [UPDATED] Vehicle repair menus now all replaced. - * [NEW] Vehicle menus now list all damaged parts no matter if you have the item or not. - * [NEW] Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts. - * [FIXED] Vehicle Damage is now fully working. - * [FIXED] Vehicle Killed is now in effect fully destroyed vehilces will now set corret in db. - * [FIXED] Tents Now add and remove from db. - * [FIXED] Food can no longer be consumed if the player does not have in inventory. - * [FIXED] water can no longer be consumed if the player does not have in inventory. - * [UPDATED] Updated UI control. - * [NEW] Toolbox is now needed for all repiars. - * [NEW] New Combat System If you fire a weapon, someone fires a weapon near you, or a bullet/object impacts near you, then you go into combat. During combat, "ABORT" is disabled. (Need to look at the effects with high player counts) - * [NEW] Alt-f4 is now locked and will only open your status menu. - * [Fixed] No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item. - * [FIXED] No longer possible to create axes out of thin air if you already have one - * [FIXED] Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo - * [FIXED] Duping no longer possible through zombie corpses/backpacks/etc - * [FIXED] Tents Now add and remove from db. - * [FIXED] It should now be impossible for a new spawn to spawn unconscious. - * [FIXED] You can no longer cook infinite free meat from camp fires - * [FIXED] Survivors should no longer pickup a single item at the same time and both receive it. - * [FIXED] You can no longer generate multiple tents while packing up a deployed tent. - * [FIXED] You can no longer change clothes/eat/drink/etc. while in a vehicle - * [NEW] combat 30 sec timer. - * [UPDATED] ItemWire reduced from 0.06 to 0.01 - * [UPDATED] PartEngine updated from 0.01 to 0.06 - * [UPDATED] Version info is now displayed correct - - - Server.pbo - * [FIXED] Object Gear syncs happen based on radius not just on menu. - * [FIXED] Vehicle Position is now updated with client position. - * [FIXED] Vehicles save fuel properly -_____________________________________ -HOTFIX : 6 SEPTEMBER 2012 - - Affected addons: - * dayz 1.something.somethingelse - * dayz_code 1.7.2.6 - * dayz_server (server admins only) - - Developer's Note: - * To change your DayZ UI options, go to OPTIONS > GAME OPTIONS > DayZ UI. This will only affect the DayZ UI elements, unfortunately it is not saving to the config file so each time you restart ArmA2 you will need to change this setting. - * DayZ UI Debug option might not always work properly. deal-with-it.jpg - - Changelog: - * [NEW] Bear trap has chance to spawn on infected hunters - * [FIXED] Graphical glitches with dead bodies (Bodies should now not display graphical glitches) - * [NEW] Three UI options available: Default (indicators only), Debug (indicators + debug window), None (only base ArmA2 UI) - * [FIXED] Converting between magazine types resets ammo count (Now only contains previous number of rounds) -_____________________________________ - -HOTFIX : 8 AUGUST 2012 - - Affected addons: - * dayz_code 1.7.2.5 - * dayz_server (server admins only) - - Developer's Note: - * - - Changelog: - * [FIXED] Ammunition amounts not loaded in properly (Now records used ammunition correctly) - * [FIXED] Graphical glitches with barbed wire (Rebinarized file should no longer produce graphical artifacts) - * [NEW] Additional optimizations to login process (further use of publicVariableClient to reduce network transmission) - * [FIXED] Respawn button not enabled when legs fractured (Now enables for fractured legs https://dev-heaven.net/issues/39161 ) - * [FIXED] Excessive logging of player data in server logs (Disabled https://dev-heaven.net/issues/38784 ) - * [FIXED] Graphical glitches with dead bodies (Rebinarized file should no longer produce graphical artifacts) -_____________________________________ - -HOTFIX : 26 JULY 2012 - - Affected addons: - * dayz_code 1.7.2.4 - * dayz 1.3.2 - * dayz_anim 0.5 - * dayz_server (server admins only) - - Developer's Note: - * Should be used with Build 95310 and above on 1.62 - * 5 second timeout on disconnect is NOT implemented, as the engine is preventing it currently - - Changelog: - * [NEW] Respawn button is disabled during DayZ play - * [NEW] Optimized authentication process on login - * [NEW] Singleplayer mode disabled when DayZ is loaded - * [NEW] DayZ Logo and Version Number appear in game when DayZ is loaded - * [NEW] Hive now tracks login/logout (to assist in analysis for an ALT+F4 solution) - * [FIXED] Infected cannot hear weapon firing (now they actually hear again) - * [FIXED] Clothing no longer spawning (now it spawns as it used too) - * [FIXED] Tents and items with ID's above 1 million don't syncronize (now it should syncronize, players to confirm) - * [NEW] Respawn button is enabled if the player has a fracture - * [FIXED] Players switched to non-player skins (by hackers) sync to database (updates no longer saved for objects non-authorized skins) - * [NEW] Players spawning in debug area or "water world" will spawn on beach on next login (with their gear) - * [NEW] Client will automatically spawn player out of debug and waterworld to last known position - * [NEW] Radar removed from helicopter (UH1H will be added back to vehicle spawns) -______________________________________ - -UPDATE : 13 JULY 2012 - - Affected addons: - * dayz_code 1.7.2.2 - * dayz_anim 0.4 - * dayz_server (server admins only) - - Developer's Note: - * Make sure you run ArmA2 Beta build 94759 or above - - Changelog: - * [FIXED] Ghillie and skin removal on login ( https://dev-heaven.net/issues/36666 ) - * [FIXED] Arma X stuck on loading screen ( https://dev-heaven.net/issues/36647 ) - * [FIXED] AKS_74_kobra classname incorrectly named ( https://dev-heaven.net/issues/36680 ) - * [NEW] Server side performance tweaks and improvments - * [FIXED] Infected detect players from too far away (reduced by about 20%) - * [FIXED] Disconnect updates not being correctly applied (caused inventory issues) - * [FIXED] Bear traps not appearing for spawn (low spawn) -______________________________________ - -HOTFIX : 10 JULY 2012 - - Affected addons: - * dayz_code 1.7.2.1 - * dayz_anim 0.3.1 - * dayz_server (only for servers) - - Developer's Note: - - Changelog: - * [FIXED] Infected attack those they cannot see ( https://dev-heaven.net/issues/36375 ) - * [FIXED] Wearing clothes makes you invisible ( https://dev-heaven.net/issues/36371 ) - * [FIXED] New authentication method causing lockups on full servers (Reverted use of publicVariableServer) - * [FIXED] Pressing ALT key caused spamming of server sync ( No longer spams for sync'ing a character ) -______________________________________ - -UPDATE : 9 JULY 2012 - - Affected addons: - * dayz_code 1.7.2 - * dayz 1.3.1 - * dayz_equip 1.3.4 - * dayz_anim 0.3 - - Developer's Note: - - Changelog: - * [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object) - * [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes) - * [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data) - * [FIXED] States where animal might stop walking around (now should walk around more) - * [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage) - * [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking) - * [FIXED] Error reports are almost invisible (has now been fixed) - * [FIXED] Daylight calculations causing slight FPS issue - * [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state - * [NEW] Aubility now dampened in rain and increased by fog - * [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible) - * [FIXED] Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients) - * [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage) - * [FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above) - * [NEW] Exponent driven probability introduced into visibility calculation - * [FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 ) - * [FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 ) - * [FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 ) - * [FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 ) - * [FIXED] Dead bodies still have the heart beat for low humanity ( https://dev-heaven.net/issues/35050 ) - * [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated - * [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient) - * [NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users) - -______________________________________ - -HOTFIX : 20 JUNE 2012 - - Affected addons: - * dayz_code 1.7.1.5 - * dayz_equip 1.3.3 - * dayz_weapons 1.3.2 - - Developer's Note: - * A designation of [NEW] doesn't necessarily mean a new feature, 4chan, it means a change in operation not directly related to a bug. Could be for better performance or rebalancing. - - Changelog: - * [NEW] Infected raycast for line-of-sight less often (improves performance) - * [FIXED] Infected can see through terrain ( https://dev-heaven.net/issues/33787 ) - * [FIXED] Raycasting being taken from wrong body position (ensured it is from eye level) - * [FIXED] Infected sometimes spawn close to a player (previous check once, now up to ten times) - * [NEW] Infected bodies will despawn after 5 minutes of their death (improves performance) - * [FIXED] Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 ) - * [FIXED] Can dupe tent's by right clicking (forgot to close the window) - * [FIXED] Poor performance caused by infected search behavior (MAJOR performance increase during closed testing) - * [FIXED] Audibility is far to high (completely rebalanced, in line with how it was in previous updates) - * [FIXED] Can dupe food during cooking if click really fast (now you cannot) - * [FIXED] Trying to pick up a hatchet would create fake ammo (now will not) - * [FIXED] Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action) - * [REVERT] Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action) - * [NEW] Flashlights can now be packed to toolbelt also (gear action) - * [NEW] New players will spawn with flashlight added to their toolbelt not backpack - * [FIXED] Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away) - * [FIXED] Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once) - * [FIXED] Melee weapon sounds non-existent/terrible (now has placeholder sounds) -______________________________________ - -HOTFIX : 19 JUNE 2012 - - Affected addons: - * dayz_code 1.7.1.4 - * dayz_equip 1.3.2 - - Changelog: - * [FIXED] Performance issue with equipment proxies (improves FPS) -______________________________________ - -HOTFIX : 19 JUNE 2012 - - Affected addons: - * dayz_code 1.7.1.3 - * dayz_weapons 1.3.1 - * dayz_server (server admins only) - - Developer's Note: - * Requires ArmA2 Beta. - * Big thanks to JoeKurtz for his excellent bug reports - - Changelog: - * [FIXED] Melee items causing magazine glitching and eventual server death (fixed) - * [FIXED] Unconscious UI Image displays incorrectly - * [FIXED] Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works) - * [FIXED] Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly) - * [FIXED] Speed not correctly utilized for checking stealth levels ( https://dev-heaven.net/issues/33630 ) - * [FIXED] Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 ) - * [FIXED] Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this) - * [FIXED] Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop) - * [FIXED] Massive lag and desync on some servers (mostly caused by the invisible replicating magazines) - * [REVERT] Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000) - * [FIXED] Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 ) - * [FIXED] Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts) - * [NEW] Once infected lose line-of-sight they will try investigate where you are - * [FIXED] Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 ) - * [NEW] Significant loot rebalancing - * [FIXED] "Fus ro dah" melee (now should be the correct release files) -______________________________________ - -HOTFIX : 19 JUNE 2012 - - Affected addons: - * dayz_code 1.7.1.2 - * dayz_weapons 1.3 - * dayz_equip 1.3.1 - * dayz_server (server admins only) - - Developer's Note: - * YES: I know this hotfix has content in it. It was content that didn't make it into the last update, and some of the fixes are bundled with this content, so it was easier to release the content than try to remove it. - * Requires ArmA2 Beta. - * NOTE: VERY IMPORTANT: MELEE WEAPONS ARE QUITE UNDER POWERED CURRENTLY. THEY WILL BE ADJUSTED UPWARDS OVER THE NEXT FEW WEEKS. EACH HAVE DIFFERENT DAMAGE VALUES. - * ALSO NOTE: Melee is just in testing. They may not stay, they are just being tested to see how they perform. They are missing their sound effects, and tweaking of effects also. - - Changelog: - * [NEW] Tone Mapping to enhance nightlighting conditions - * [FIXED] Generic Loot not spawning (such as food etc...) - * [FIXED] Animals stand still and HURR DURRR (they now walk around) - * [FIXED] New blood values not being saved when a player eats (they do now) - * [FIXED] Duplicate players not being removed (should now be removed on login) - * [NEW] Melee Weapon introduced: Hatchet (can only drop through right click in gear menu) - * [NEW] Maximum animals increased - * [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu) - * [NEW] Double Barrelled shotgun sound - * [FIXED] Gender assignment broken (working correctly) -______________________________________ - -HOTFIX : 17 JUNE 2012 - - Affected addons: - * dayz_code 1.7.1.1 - * dayz_server (only for server admins) - - Developer's Note: - * Performance issues were associated with loot cleanup not working. This has been fixed. - * Each time you start a new character, you will get the gender selection dialog. - * INFECTED AND LOOT RESPAWN IS STILL QUITE BUGGED. NEEDS ALOT OF WORK. BUT IT SHOULD BE MANAGEABLE NOW. - - Changelog: - * [FIXED] Server item cleanup error (thanks Dwarden for identifying) - * [FIXED] Server weighted random object error (thanks Dwarden for identifying) - * [REVERT] 5 second delay for disconnecting (will need to wait till new method developed) - * [REVERT] Disabling of interior raycasting (will mean some buildings you will be invisible/can't be hit in for the moment as they don't have view LODs) - * [REVERT] Infected sight based on head not body direction (infected glace around alot, this meant that they had super view directions. Now locked at body direction) - * [FIXED] Area not checked for existing infected before spawning new ones ("blind faith" that it had not made a mistake didn't work) - * [FIXED] Crippling performance issues caused by loot items never being cleaned up (loot now cleaned up) - * [FIXED] Tent pitching (Who the hell codes tent location checks TWICE before pitching? Oh apparently I do) - * [NEW] Marakov spawn rate increased - * [NEW] Small chance Mararov ammo will spawn on an infected - * [FIXED] Converting magazines didn't work if you had MORE than one of that magazine type (now works as intended) - * [NEW] Tweaked audibility and visibility values for kneel walking - * [REVERT] Secret nerf of prone (you noticed) - * [NEW] Can select gender for each new character - * [FIXED] Toolboxes aren't spawning (classname error in loot table) - * [NEW] Small tweaks to AI zombie routines to improve performance - * [REVERT] New spawn timer mechanism (back to the old one for now) - * [FIXED] Infected will stay in one place after losing line-of-sight (now will loiter) -______________________________________ - -UPDATE : 17 JUNE 2012 - - Community Shout-out this update: - www.armaholic.com - One of the community websites hosting anything and everything ArmA2. You thought DayZ was good? Well, it is just the tip of the iceberg. - You can download missions, vehicles, addons, even other total conversions. And it's all FREE! - Run by foxhound who also happens to be a cool guy - - Affected addons: - * dayz_code 1.7.1 - * dayz_sfx 1.2 - * dayz 1.3 - * dayz_equip 1.3 - * dayz_weapons 1.2 - * dayz_anim 0.2 - - Developer's Note: - * Requires ArmA2 Beta. - * Raytracing doesn't work so well inside some buildings at the moment so interiors will ignore raytracing - * Infected sprinting animation not included yet - * On respawn, your flashlight spawns in your BACKPACK. I did this because nothing would have said NOOB more than all the new players running around in the day with torches with no idea what the fuck to do. - - Changelog: - * [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning - * [FIXED] Bodies still being deleted too quickly sometimes - * [FIXED] No backpacks or medical boxes spawning - * [FIXED] "No Speaker..." debug report spam - * [FIXED] Infected spawning too close to players (minimum 30m now) - * [FIXED] Infected not spawning inside buildings any more - * [FIXED] General Server Script Errors (big thanks to Dwarden for fixing these!) - * [FIXED] Loot/Infected spawning time delay desync'ing with server - * [NEW] Infected can't attack through walls - * [NEW] Infected can't see through objects any more - * [NEW] Infected visibility increased (but limited by LOS) - * [NEW] Infected attack range increased (but limited by LOS) - * [NEW] Infected can cause greater damage when they hit you - * [NEW] You can hide from an infected chasing you - * [NEW] Optimized server cleanup routine - * [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING) - * [NEW] Infected see based on eye direction, not on body direction as before - * [NEW] 30Rnd_545x39_AK added to loot table - * [NEW] More infected attack animations - * [NEW] More infected feeding animations - * [NEW] Replaced monkey infected crawing run animation - * [NEW] Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is) - * [NEW] Humanity GUI indicator removed - * [NEW] New Infected and Action sound effects (more AWESOME stuff by Michael Manning) - * [NEW] Initial version of double-barreled shotgun added (by Artyom) - * [FIXED] CZ550 spawning far too often in farms - * [FIXED] Winchester decreased spawnrate (% given to double barrel shotty) - * [NEW] Recombine shotgun rounds between 2 and 8 rounds - * [NEW] Recombine 45ACP rounds between M1911 and Revolver rounds - * [FIXED] Tent placement is completely screwed (now can place anywhere except in building) - * [FIXED] Items for Eating and Drinking not removed instantly (allowed some duping) - * [NEW] DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch. -______________________________________ - -UPDATE : 27 MAY 2012 - - Affected addons: - * dayz_code 1.7.0 - - Changelog: - * [FIXED] Long (sometimes infinite) loading times - * [FIXED] Saving sometimes will not happen - * [FIXED] Vehicles not initialized reliably on servers running multiple instances - * [FIXED] Very poor framerate on servers after some time (dead bodies causing it) - * [NEW] Server Side Architecture completely rewritten -______________________________________ - -HOTFIX : 24 MAY 2012 - - Affected addons: - * dayz_code 1.5.8.4 - - Changelog: - * [NEW] Support for more than 1,000,000 characters -______________________________________ - -UPDATE : 27 MAY 2012 - - Affected addons: - * dayz_code 1.6 - * dayz_equip 1.2.5 - * dayz_weapons 1.1.2 - * dayz 1.2.6 - * dayz_sfx 1.1.2 - - Developer's Note: - * To collect firewood, you can either find it in loot piles, or go into a forest and use the hatchet (gear > Right Click). I will expand this mechanic but its enough for now. - * You get a ONE TIME OFFER to change your player gender! - * Only two types of new skins are available in this update, "Camo" and "Ghillie Suit" in addition to normal survivor - * Skins a player is wearing are NOT lootable. - * When you change skin (right click on clothing package in inventory) your old skin will appear in inventory - * If you want a players skin, you will need to make them take it off first - - Changelog: - * [FIXED] Bodies being deleted immediately (now will stay around for 15 minutes) - * [FIXED] Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine) - * [FIXED] Temperature listed in percent and not degrees (now displayed in degrees) - * [FIXED] Loosing temperature inside vehicles (now will slowly gain or be static in vehicles) - * [FIXED] ItemPainkillers popup error (no longer happens: thanks Norbert!) - * [FIXED] Spawning in Ocean when switching models (player morphing optimized by TeeTime) - * [FIXED] Loosing gear when switching models (player morphing optimized by TeeTime) - * [FIXED] Wrong M107 is spawning on occasion (Correct one spawns) - * [FIXED] Crashed heli uber-loot not spawning (does now thanks to GhostBear!) - * [FIXED] Wire Fencing Kit caused graphical glitches (new model) - * [FIXED] Tank Trap Kit caused graphical glitches (new model) - * [FIXED] Invisible character models occuring (No longer invisible models) - * [FIXED] Panic not being activated (Your character will sometimes panic) - * [FIXED] Blood washout sometimes not being displayed (now will always wash out color depending on blood level) - * [NEW] Hatchet for chopping wood in forests - * [NEW] Wire Fencing kit model by Artyom Troshin - * [NEW] Tank Trap kit model by Artyom Troshin - * [NEW] Construction options moved to items in gear menu (right click wire fencing kit to use etc...) - * [NEW] Hospital Loot Spawn probabilities changed - * [NEW] Players can choose to be a female survivor (once only per CD-Key) - * [NEW] Heat packs for increasing temperature in an emergency - * [NEW] Bandit Skin transition for low humanity is removed - * [NEW] Players will receive an error message if the server they are on is running an incorrect HIVE version \ No newline at end of file diff --git a/dayz_code/actions/bank_checkbalance.sqf b/dayz_code/actions/bank_checkbalance.sqf deleted file mode 100644 index e46e7a523..000000000 --- a/dayz_code/actions/bank_checkbalance.sqf +++ /dev/null @@ -1,21 +0,0 @@ -private["_buy_item1","_buy_item2","_buy_item3","_buy_item4","_buy_item5","_buy_item6","_buy_item7"]; - -{player removeAction _x} forEach s_player_bank;s_player_bank = []; - -_activatingPlayer = _this select 1; - -_uid = getPlayerUID player; - -if(isNil "dayzBankBalance") then { - dayzPublishBank = [_uid,0,"deposit",_activatingPlayer]; - publicVariable "dayzPublishBank"; - if (isServer) then { - dayzPublishBank call server_publishBank; - }; -}; - -waitUntil {!isNil "dayzBankBalance"}; - -cutText [format["You have %1 Gold Bars",dayzBankBalance], "PLAIN DOWN"]; - -s_player_bankvault_crtl = -1; \ No newline at end of file diff --git a/dayz_code/actions/bank_deposit.sqf b/dayz_code/actions/bank_deposit.sqf deleted file mode 100644 index 1324a9365..000000000 --- a/dayz_code/actions/bank_deposit.sqf +++ /dev/null @@ -1,28 +0,0 @@ -private["_qty","_uid","_buy_item3","_buy_item4","_buy_item5","_buy_item6","_buy_item7"]; - -{player removeAction _x} forEach s_player_bank;s_player_bank = []; - -_activatingPlayer = _this select 1; - -_qty = {_x == "ItemGoldBar"} count magazines player; - -if ("ItemGoldBar" in magazines player) then { - for "_x" from 1 to _qty do { - player removeMagazine "ItemGoldBar"; - }; - - _uid = getPlayerUID player; - - dayzPublishBank = [_uid,_qty,"deposit",_activatingPlayer]; - publicVariable "dayzPublishBank"; - if (isServer) then { - dayzPublishBank call server_publishBank; - }; - - [player,"refuel",0,false] call dayz_zombieSpeak; - cutText [format["Deposited %1 Gold Bars",_qty], "PLAIN DOWN"]; -} else { - cutText ["Need Gold Bars" , "PLAIN DOWN"]; -}; - -s_player_bankvault_crtl = -1; \ No newline at end of file diff --git a/dayz_code/actions/bank_withdraw.sqf b/dayz_code/actions/bank_withdraw.sqf deleted file mode 100644 index 0a2143ae5..000000000 --- a/dayz_code/actions/bank_withdraw.sqf +++ /dev/null @@ -1,18 +0,0 @@ -private["_buy_item1","_buy_item2","_buy_item3","_buy_item4","_buy_item5","_buy_item6","_buy_item7"]; - -{player removeAction _x} forEach s_player_bank;s_player_bank = []; - -// [part_out, part_in, qty_out, qty_in,]; -_buy_item1 = player addAction ["Withdraw 1 Gold Bar", "\z\addons\dayz_code\actions\bank_withdraw_gold.sqf",["ItemGoldBar",1], 99, true, false, "",""]; -_buy_item2 = player addAction ["Withdraw 3 Gold Bars", "\z\addons\dayz_code\actions\bank_withdraw_gold.sqf",["ItemGoldBar",3], 98, true, false, "",""]; -_buy_item3 = player addAction ["Withdraw 6 Gold Bars", "\z\addons\dayz_code\actions\bank_withdraw_gold.sqf",["ItemGoldBar",6], 97, true, false, "",""]; -_buy_item4 = player addAction ["Withdraw 12 Gold Bars", "\z\addons\dayz_code\actions\bank_withdraw_gold.sqf",["ItemGoldBar",12], 96, true, false, "",""]; -_buy_item8 = player addAction ["Cancel", "\z\addons\dayz_code\actions\trade_cancel.sqf",["bank"], 92, true, false, "",""]; - -s_player_bank set [count s_player_bank,_buy_item1]; -s_player_bank set [count s_player_bank,_buy_item2]; -s_player_bank set [count s_player_bank,_buy_item3]; -s_player_bank set [count s_player_bank,_buy_item4]; -s_player_bank set [count s_player_bank,_buy_item8]; - -s_player_bank_crtl = 1; \ No newline at end of file diff --git a/dayz_code/actions/bank_withdraw_gold.sqf b/dayz_code/actions/bank_withdraw_gold.sqf deleted file mode 100644 index d9826e950..000000000 --- a/dayz_code/actions/bank_withdraw_gold.sqf +++ /dev/null @@ -1,41 +0,0 @@ -private["_buy_item1","_buy_item2","_buy_item3","_buy_item4","_buy_item5","_buy_item6","_buy_item7"]; - -_activatingPlayer = _this select 1; - -_iarray = _this select 3; -// "ItemGoldBar",1 -_part_out = (_iarray) select 0; -_qty_out = (_iarray) select 1; - -_uid = getPlayerUID player; - -if(isNil "dayzBankBalance") then { - dayzPublishBank = [_uid,0,"deposit",_activatingPlayer]; - publicVariable "dayzPublishBank"; - if (isServer) then { - dayzPublishBank call server_publishBank; - }; -}; - -waitUntil {!isNil "dayzBankBalance"}; - -_currentBalance = parseNumber (dayzBankBalance); - -if(_currentBalance >= _qty_out) then { - - for "_x" from 1 to _qty_out do { - player addMagazine _part_out; - }; - - dayzPublishBank = [_uid,_qty_out,"withdraw",_activatingPlayer]; - publicVariable "dayzPublishBank"; - if (isServer) then { - dayzPublishBank call server_publishBank; - }; - - [player,"refuel",0,false] call dayz_zombieSpeak; - cutText [format["Withdrawn %1 Gold Bars",_qty_out], "PLAIN DOWN"]; - -} else { - cutText [format["Insufficient funds you have %1 Gold Bars",dayzBankBalance], "PLAIN DOWN"]; -}; \ No newline at end of file diff --git a/dayz_code/actions/player_SplitBars.sqf b/dayz_code/actions/player_SplitBars.sqf deleted file mode 100644 index dbdad362b..000000000 --- a/dayz_code/actions/player_SplitBars.sqf +++ /dev/null @@ -1,30 +0,0 @@ -private["_item"]; -_item = _this; -_config = configFile >> "CfgMagazines" >> _item; - -_consume = getArray (_config >> "ItemActions" >> "SplitBar" >> "use"); -_create = getArray (_config >> "ItemActions" >> "SplitBar" >> "output"); - -_textConsume = getText(configFile >> "CfgMagazines" >> (_consume select 0) >> "displayName"); -_textCreate = getText(configFile >> "CfgMagazines" >> (_create select 0) >> "displayName"); - -_amountNeed = count _consume; -_amountHas = {_x == (_consume select 0)} count magazines player; -_amountMake = count _create; - -_hasInput = (_amountNeed <= _amountHas); -player playActionNow "PutDown"; -if (_hasInput) then { - //Take Items - { - player removeMagazine _x; - } forEach _consume; - sleep 1; - //Give Items - { - player addMagazine _x; - } forEach _create; - cutText [format[("You have successfully converted %1 %2."),_amountMake,_textCreate], "PLAIN DOWN"]; -} else { - cutText [format[("You cannot convert that combination, you need %1 %2."),_amountNeed,_textConsume], "PLAIN DOWN"]; -}; \ No newline at end of file diff --git a/dayz_code/actions/player_convertBars.sqf b/dayz_code/actions/player_convertBars.sqf deleted file mode 100644 index b09e94e6b..000000000 --- a/dayz_code/actions/player_convertBars.sqf +++ /dev/null @@ -1,30 +0,0 @@ -private["_item"]; -_item = _this; -_config = configFile >> "CfgMagazines" >> _item; - -_consume = getArray (_config >> "ItemActions" >> "ReloadMag" >> "use"); -_create = getArray (_config >> "ItemActions" >> "ReloadMag" >> "output"); - -_textConsume = getText(configFile >> "CfgMagazines" >> (_consume select 0) >> "displayName"); -_textCreate = getText(configFile >> "CfgMagazines" >> (_create select 0) >> "displayName"); - -_amountNeed = count _consume; -_amountHas = {_x == (_consume select 0)} count magazines player; -_amountMake = count _create; - -_hasInput = (_amountNeed <= _amountHas); -player playActionNow "PutDown"; -if (_hasInput) then { - //Take Items - { - player removeMagazine _x; - } forEach _consume; - sleep 1; - //Give Items - { - player addMagazine _x; - } forEach _create; - cutText [format[("You have successfully converted %1 %2."),_amountMake,_textCreate], "PLAIN DOWN"]; -} else { - cutText [format[("You cannot convert that combination, you need %1 %2."),_amountNeed,_textConsume], "PLAIN DOWN"]; -}; \ No newline at end of file diff --git a/dayz_code/compile/fn_motherrequest.sqf b/dayz_code/compile/fn_motherrequest.sqf deleted file mode 100644 index 7f4505cf8..000000000 --- a/dayz_code/compile/fn_motherrequest.sqf +++ /dev/null @@ -1,51 +0,0 @@ -/*********************************************************** -REQUEST FROM hive -- Function -- result = [_key] call fnc_usec_hive_request; -************************************************************/ -private["_key","_pipe","_result","_resultArray","_buildings","_stream","_data","_attempt"]; -_key = _this select 0; -_confirm = _this select 1; -_resultArray = []; -hiveContact = true; -_attempt = 0; - -//startLoadingScreen ["Accessing hive"]; -//diag_log format ["hive: Request: %1", _key]; -while {true} do { - //Wait until not in use - scopeName "usePipe"; - while {true} do { - scopeName "pipeWaiting5"; - _pipe = [dayZ_hivePipe1] call jayarma2lib_fnc_openpipe; - if ((_pipe != "_JERR_PIPE_INVALID")) then {breakOut "pipeWaiting5";}; - }; - //Send Key - _ret = [_pipe, _key] call jayarma2lib_fnc_writepipe; - //Wait until hive replies - while {true} do { - scopeName "pipeWaiting6"; - _data = [_pipe] call jayarma2lib_fnc_readpipe; - if (!(isNil "_data") and (_data != "_JERR_NULL")) then {breakOut "pipeWaiting6";}; - }; - //Release hive - [_pipe] call jayarma2lib_fnc_closepipe; - //Do we have an answer? - if(_data == "_JERR_FALSE" and _confirm) then { - if (_attempt > 10) then { - breakOut "usePipe"; - } else { - //Retry the read - diag_log format ["hive: Failed with: %1, Retrying", _data]; - }; - } else { - breakOut "usePipe"; - }; - _attempt = _attempt + 1; -}; -//diag_log format ["hive: Received: %1", _data]; -//endLoadingScreen; - -//Return information -_resultArray = call compile format ["%1",_data]; -_resultArray; \ No newline at end of file diff --git a/dayz_code/compile/fn_motherrequest_dual.sqf b/dayz_code/compile/fn_motherrequest_dual.sqf deleted file mode 100644 index b41b5f72a..000000000 --- a/dayz_code/compile/fn_motherrequest_dual.sqf +++ /dev/null @@ -1,70 +0,0 @@ -/*********************************************************** -REQUEST FROM hive -- Function -- result = [_key] call fnc_usec_hive_request; -************************************************************/ -private["_key","_pipe","_result","_resultArray","_buildings","_stream","_data","_attempt","_result1","_result2"]; -_key = _this select 0; -_confirm = _this select 1; -_resultArray = []; -hiveContact = true; -_attempt = 0; -_result1 = ""; -_result2 = ""; - -//startLoadingScreen ["Accessing hive"]; -//diag_log format ["hive: Request: %1", _key]; -while {true} do { - //Wait until not in use - scopeName "usePipe"; - while {true} do { - scopeName "pipeWaiting5"; - _pipe = [dayZ_hivePipe1] call jayarma2lib_fnc_openpipe; - if ((_pipe != "_JERR_PIPE_INVALID")) then {breakOut "pipeWaiting5";}; - }; - //Send Key - _ret = [_pipe, _key] call jayarma2lib_fnc_writepipe; - //Wait until hive replies - while {true} do { - scopeName "pipeWaiting6"; - _data = [_pipe] call jayarma2lib_fnc_readpipe; - if (!(isNil "_data") and (_data != "_JERR_NULL")) then {breakOut "pipeWaiting6";}; - }; - - _result1 = call compile format ["%1",_data]; - - _ret = [_pipe, "['OK']"] call jayarma2lib_fnc_writepipe; - _data = ""; - - //Send Key - _ret = [_pipe, _key] call jayarma2lib_fnc_writepipe; - //Wait until hive replies - while {true} do { - scopeName "pipeWaiting6"; - _data = [_pipe] call jayarma2lib_fnc_readpipe; - if (!(isNil "_data") and (_data != "_JERR_NULL")) then {breakOut "pipeWaiting6";}; - }; - - _result2 = call compile format ["%1",_data]; - - //Release hive - [_pipe] call jayarma2lib_fnc_closepipe; - //Do we have an answer? - if(_data == "_JERR_FALSE" and _confirm) then { - if (_attempt > 10) then { - breakOut "usePipe"; - } else { - //Retry the read - diag_log format ["hive: Failed with: %1, Retrying", _data]; - }; - } else { - breakOut "usePipe"; - }; - _attempt = _attempt + 1; -}; -//diag_log format ["hive: Received: %1", _data]; -//endLoadingScreen; - -//Return information -_resultArray = _result1; -_resultArray; \ No newline at end of file diff --git a/dayz_code/compile/fn_motherrequest_spawn.sqf b/dayz_code/compile/fn_motherrequest_spawn.sqf deleted file mode 100644 index a7829a332..000000000 --- a/dayz_code/compile/fn_motherrequest_spawn.sqf +++ /dev/null @@ -1,53 +0,0 @@ -/*********************************************************** -REQUEST FROM hive -- Function -- result = [_key] call fnc_usec_hive_request; -************************************************************/ -private["_key","_pipe","_result","_resultArray","_buildings","_stream","_data","_attempt"]; -_key = _this select 0; -_confirm = _this select 1; -dayz_resultArray = []; -hiveContact = true; -_attempt = 0; - -//startLoadingScreen ["Accessing hive"]; -//diag_log format ["hive: Request: %1", _key]; -while {true} do { - //Wait until not in use - scopeName "usePipe"; - while {true} do { - scopeName "pipeWaiting5"; - _pipe = [dayZ_hivePipe1] call jayarma2lib_fnc_openpipe; - if ((_pipe != "_JERR_PIPE_INVALID")) then {breakOut "pipeWaiting5";}; - }; - sleep 0.1; - //Send Key - _ret = [_pipe, _key] call jayarma2lib_fnc_writepipe; - //Wait until hive replies - while {true} do { - scopeName "pipeWaiting6"; - _data = [_pipe] call jayarma2lib_fnc_readpipe; - if (!(isNil "_data") and (_data != "_JERR_NULL")) then {breakOut "pipeWaiting6";}; - sleep 0.01; - }; - sleep 0.1; - //Release hive - [_pipe] call jayarma2lib_fnc_closepipe; - //Do we have an answer? - if(_data == "_JERR_FALSE" and _confirm) then { - if (_attempt > 10) then { - breakOut "usePipe"; - } else { - //Retry the read - diag_log format ["hive: Failed with: %1, Retrying", _data]; - }; - } else { - breakOut "usePipe"; - }; - _attempt = _attempt + 1; -}; -//diag_log format ["hive: Received: %1", _data]; -//endLoadingScreen; - -//Return information -dayz_resultArray = call compile format ["%1",_data]; \ No newline at end of file diff --git a/dayz_code/compile/local_createObj.sqf b/dayz_code/compile/local_createObj.sqf deleted file mode 100644 index fb6633752..000000000 --- a/dayz_code/compile/local_createObj.sqf +++ /dev/null @@ -1,66 +0,0 @@ -private["_type","_location","_dir","_character","_tent","_class","_id"]; -//[dayz_characterID,_tent,[_dir,_location],"TentStorage"] -_class = _this select 3; -_location = getPosATL player; -_dir = getDir player; -player allowdamage false; -diag_log ("PUBLISH: Attempt " + _class); -_worldspace = [_dir,_location]; - -_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; -_object setdir _dir; -_object setpos _location; -_object setVariable ["CharacterID", "0", true]; -sleep 1; -_dam = 1; -_hitpoints = _object call vehicle_getHitpoints; -_object setFuel 0; -{ - _selection = getText(configFile >> "cfgVehicles" >> _class >> "HitPoints" >> _x >> "name"); - if (_x != "HitEngine" and _x != "HitFuel") then { - _dam = 1; - } else { - _dam = 0.85; - }; - [_object,_selection,_dam] call object_setFixServer; - //_object setHit[_selection,1]; -} forEach _hitpoints; -_object setvelocity [1,0,0]; -player reveal _object; - -//Send request - -_array = []; -_dam = 1; -{ - _hit = [_object,_x] call object_getHit; - _selection = getText (configFile >> "CfgVehicles" >> _class >> "HitPoints" >> _x >> "name"); - if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; -} forEach _hitpoints; - -//add to database -dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; - -//Send request -//61 to 120 -//207 to 208 -for "_x" from 61 to 120 do { -_key = format["CHILD:301:%1:%2:%3:%4:%5:%6:%7:%8:",_x, _class, 0 , 0, _worldspace, [], _array, 0]; - diag_log ("HIVE: WRITE: "+ str(_key)); - _key call server_hiveWrite; - //sleep 0.5; -/* - waitUntil{!hiveInUse}; - hiveInUse = true; - //Send request - _primary = [_key,false,dayZ_hivePipeAuth] call server_hiveReadWrite; - hiveInUse = false; -*/ -}; - -diag_log ("PUBLISH: Result " + str(_result)); -if (count _result > 1) then { - _id = _result select 1; - _object setVariable ["ObjectID", _id, true]; - diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_id)); -}; diff --git a/dayz_code/compile/local_deleteObj.sqf b/dayz_code/compile/local_deleteObj.sqf deleted file mode 100644 index eb89f0013..000000000 --- a/dayz_code/compile/local_deleteObj.sqf +++ /dev/null @@ -1,21 +0,0 @@ -/* -[_objectID,_objectUID] call local_deleteObj; -*/ -private["_id","_uid","_key"]; -_id = _this select 0; -_uid = _this select 1; - -if (isServer) then { -//remove from database - if (parseNumber _id > 0) then { - //Send request - _key = format["CHILD:304:%1:",_id]; - _key call server_hiveWrite; - diag_log format["DELETE: Deleted by ID: %1",_id]; - } else { - //Send request - _key = format["CHILD:310:%1:",_uid]; - _key call server_hiveWrite; - diag_log format["DELETE: Deleted by UID: %1",_uid]; - }; -}; \ No newline at end of file diff --git a/dayz_code/compile/local_gutObject.sqf b/dayz_code/compile/local_gutObject.sqf deleted file mode 100644 index 2c94d4934..000000000 --- a/dayz_code/compile/local_gutObject.sqf +++ /dev/null @@ -1,23 +0,0 @@ -private["_qty","_item","_meat"]; -_item = _this select 0; -_qty = _this select 1; -_meat = 0; -_loop = true; -if (local _item) then { - for "_x" from 1 to _qty do { - _item addMagazine "FoodSteakRaw"; - }; - sleep 2; - _timer = time; - while {_loop} do { - _meat = count magazines _item; - if (_meat == 0) then {_loop = false}; - if ((time - _timer) > 300) then {_loop = false}; - sleep 1; - }; - dayzHideBody = _item; - publicVariable "dayzHideBody"; - hideBody _item; - sleep 10; - deleteVehicle _item; -}; \ No newline at end of file diff --git a/dayz_code/compile/local_gutObjectZ.sqf b/dayz_code/compile/local_gutObjectZ.sqf deleted file mode 100644 index 4f796d911..000000000 --- a/dayz_code/compile/local_gutObjectZ.sqf +++ /dev/null @@ -1,23 +0,0 @@ -private["_qty","_item","_meat"]; -_item = _this select 0; -_qty = _this select 1; -_meat = 0; -_loop = true; -if (local _item) then { - for "_x" from 1 to _qty do { - _item addMagazine "ItemZombieParts"; - }; - sleep 2; - _timer = time; - while {_loop} do { - _meat = count magazines _item; - if (_meat == 0) then {_loop = false}; - if ((time - _timer) > 300) then {_loop = false}; - sleep 1; - }; - dayzHideBody = _item; - publicVariable "dayzHideBody"; - hideBody _item; - sleep 10; - deleteVehicle _item; -}; \ No newline at end of file diff --git a/dayz_code/compile/local_publishObj.sqf b/dayz_code/compile/local_publishObj.sqf deleted file mode 100644 index 740c5c202..000000000 --- a/dayz_code/compile/local_publishObj.sqf +++ /dev/null @@ -1,34 +0,0 @@ -private["_type","_location","_dir","_character","_tent","_class","_id"]; -//[dayz_characterID,_tent,[_dir,_location],"TentStorage"] -_charID = _this select 0; -_object = _this select 1; -_worldspace = _this select 2; -_class = _this select 3; -_id = 0; - -_allowed = [_object, (name player)] call check_publishobject; -if (!_allowed) exitWith { }; - -diag_log ("PUBLISH: Attempt " + str(_object)); -_dir = _worldspace select 0; -_location = _worldspace select 1; - -_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; -_object setdir _dir; -_object setpos _location; -_object setVariable ["OwnerID", _charID, true]; - -//add to database -dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; - -//get UID -_uid = _object call dayz_objectUID; - -//Send request -_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid]; -diag_log ("HIVE: WRITE: "+ str(_key)); -_key call server_hiveWrite; - -_object setVariable ["ObjectUID", _uid, true]; - -diag_log ("PUBLISH: Created " + (_class) + " with ID " + _uid); diff --git a/dayz_code/compile/object_spawnDamVehicle.sqf b/dayz_code/compile/object_spawnDamVehicle.sqf deleted file mode 100644 index b63b942db..000000000 --- a/dayz_code/compile/object_spawnDamVehicle.sqf +++ /dev/null @@ -1,45 +0,0 @@ -private["_car","_hitpoints","_dam","_selection","_type","_pos","_dir"]; -_type = _this select 0; -_pos = _this select 1; -_dir = _this select 2; -_car = _type createVehicle _pos; -_car setpos _pos; -_car setdir _dir; -_hitpoints = _car call vehicle_getHitpoints; -_dam = 1; -_car setFuel 0; -{ - _selection = getText(configFile >> "cfgVehicles" >> typeOf _car >> "HitPoints" >> _x >> "name"); - if (_x != "HitEngine" and _x != "HitFuel") then { - _dam = 1; - } else { - _dam = 0.85; - }; - [_car,_selection,_dam] call object_setFixServer; -} forEach _hitpoints; -_car setvelocity [1,0,0]; -player reveal _car; -dayzVehicleInit = _car; -publicVariable "dayzVehicleInit"; -if (isServer) then { - _car call fnc_vehicleEventHandler; - [0,_car,[_dir,_pos],_type] call local_publishObj; -}; - -//Wait for HIVE to be free -waitUntil{!hiveInUse}; -hiveInUse = true; - -//Send request -_hitpoints = _car call vehicle_getHitpoints; -_array = []; -_dam = 1; -{ - _hit = [_car,_x] call object_getHit; - _selection = getText (configFile >> "CfgVehicles" >> (typeOf _car) >> "HitPoints" >> _x >> "name"); - if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; -} forEach _hitpoints; - -copyToClipboard str(_array); - -_car \ No newline at end of file diff --git a/dayz_code/compile/player_combatCheck.sqf b/dayz_code/compile/player_combatCheck.sqf deleted file mode 100644 index 0e6279bf5..000000000 --- a/dayz_code/compile/player_combatCheck.sqf +++ /dev/null @@ -1,18 +0,0 @@ -/* -Initial Idea by Daimyo - -System test to see how this would handle in the game. Other systems will be brought in to play along side this if full permission is givin. -For now this is just a test system based on the idea. -*/ - -private["_dialog","_dangerNear","_inCombat","_inVehicle"]; - - _inCombat = player getVariable["startcombattimer",0]; - _inVehicle = (vehicle player != player); - _dangerNear = (getPosATL player) nearEntities [["zZombie_Base","CAManBase"],30]; - -if (_inVehicle && (speed player != 0)) exitwith {}; - -if (count _dangerNear > 1) then { - player setVariable["startcombattimer", 1, true]; -}; \ No newline at end of file diff --git a/dayz_code/compile/player_combatLogged.sqf b/dayz_code/compile/player_combatLogged.sqf deleted file mode 100644 index 7c5b12c1a..000000000 --- a/dayz_code/compile/player_combatLogged.sqf +++ /dev/null @@ -1,10 +0,0 @@ -private["_playerName","_center","_group"]; -_playerName = _this; - -cutText [format["%1 has combat logged!",_playerName], "PLAIN DOWN"]; - -_center = createCenter sideLogic; -_group = createGroup _center; -cl_gamelogic = _group createUnit ["LOGIC", [0, 0, 0], [], 0, "NONE"]; -cl_gamelogic sideChat format["(COMBAT LOG) %1",_playerName]; -deleteVehicle cl_gamelogic; \ No newline at end of file diff --git a/dayz_code/compile/player_serverModelChange.sqf b/dayz_code/compile/player_serverModelChange.sqf deleted file mode 100644 index 75167b4b0..000000000 --- a/dayz_code/compile/player_serverModelChange.sqf +++ /dev/null @@ -1,75 +0,0 @@ -private["_int","_newModel","_wait","_playerID","_playerObj","_randomSpot","_publishTo","_primary","_secondary","_key","_result","_charID","_playerObj","_playerName","_finished","_spawnPos","_spawnDir","_items","_counter","_magazines","_weapons","_group","_backpack","_worldspace","_direction","_newUnit","_score","_position","_isNew","_inventory","_backpack","_medical","_survival","_stats","_state"]; -//Set Variables -_playerID = _this select 0; -_playerObj = _this select 1; -_playerName = name _playerObj; -_worldspace = []; - -waitUntil{allowConnection}; - -//Variables -_inventory = []; -_backpack = []; -_items = []; -_magazines = []; -_weapons = []; -_medicalStats = []; -_survival = [0,0,0]; -_tent = []; -_state = []; -_direction = 0; -_newUnit = objNull; - -if (_playerID == "") then { - _playerID = getPlayerUID _playerObj; -}; - -endLoadingScreen; -diag_log ("LOGIN ATTEMPT: " + str(_playerID) + " " + _playerName); - -//Wait for HIVE to be free -waitUntil{!hiveInUse}; -hiveInUse = true; -//Send request -_key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; -_primary = [_key,true] call fnc_motherrequest; -//Release HIVE -hiveInUse = false; - -//Process request -_isNew = count _primary < 4; //_result select 1; -_charID = _primary select 2; -_randomSpot = false; - -diag_log ("LOGIN OBJ: " + str(_playerObj) + " Type: " + (typeOf _playerObj) + " ID: " + str(_charID)); - -/* PROCESS */ - -if (!_isNew) then { - //RETURNING CHARACTER - _inventory = _primary select 4; - _backpack = _primary select 5; - _survival = _primary select 6; - _model = _primary select 7; -} else { - _model = _primary select 3; - //Record initial inventory - _config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default"); - _mags = getArray (_config >> "magazines"); - _wpns = getArray (_config >> "weapons"); - _bcpk = getText (_config >> "backpack"); - _randomSpot = true; - - //Wait for HIVE to be free - waitUntil{!hiveInUse}; - hiveInUse = true; - //Send request - _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; - _result = [_key,false] call fnc_motherrequest; - //Release HIVE - hiveInUse = false; -}; -diag_log ("LOGIN LOADED: " + str(_playerObj) + " Type: " + (typeOf _playerObj)); - -//Server publishes variable to clients and WAITS -_playerObj setVariable ["publish",[_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model],true]; \ No newline at end of file diff --git a/dayz_code/dayz_code.pbo.CommunityDayZ.bisign 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index 423cb3ba4..000000000 --- a/dayz_server/compile/disco_damageHandler.sqf +++ /dev/null @@ -1,140 +0,0 @@ -/*********************************************************** -most of the code is taken from fn_damageHandler.sqf -PROCESS DAMAGE TO A BOT -- Function -- [unit, selectionName, damage, source, projectile] call disco_damageHandler; -************************************************************/ -private["_unit","_hit","_damage","_unconscious","_source","_ammo","_type","_isMinor","_isHeadHit","_inVehicle","_isPlayer", - "_humanityHit","_myKills","_characterID","_player_blood","_method"]; -_unit = _this select 0; -_hit = _this select 1; -_damage = _this select 2; -_unconscious = _unit getVariable ["NORRN_unconscious", false]; -_source = _this select 3; -_ammo = _this select 4; -_type = [_damage,_ammo] call fnc_usec_damageType; -_isMinor = (_hit in USEC_MinorWounds); -_isHeadHit = (_hit == "head_hit"); -_inVehicle = (vehicle _unit != _unit); -_isPlayer = (isPlayer _source); -_humanityHit = 0; -_myKills = 0; -_characterID = _unit getVariable["CharacterID","0"]; -_player_blood = _unit getVariable["USEC_BloodQty",12000]; -_method = ""; - -private["_strH","_dam","_total","_totalDmg"]; -_strH = "hit_" + (_hit); -_dam = _unit getVariable [_strH,0]; -if ( _dam > 1 ) then { _dam = 1 }; -// total damage for part -_total = _dam + _damage; -_unit setVariable [_strH,_total,true]; - -if (_characterID == "0") exitWith -{ - diag_log "DEBUG: disco_damageHandler: CharacterID is 0"; -}; - -// calculate damage for all parts -_totalDmg = 0; -{ - _strH = "hit_" + _x; - _dam = _unit getVariable[_strH,0]; - _totalDmg = _totalDmg + _dam; -} forEach USEC_woundHit; - -private["_scale"]; -//PVP Damage -_scale = 200; -if (_total > 0.4) then { -// maybe need to tune _scale value, 850 as in original - _scale = _scale + 850; - if (_isHeadHit) then { - _scale = _scale + 500; - }; -// seems need different scale for type 1,2 - switch (_type) do { - case 1: {_scale = _scale + 200}; - case 2: {_scale = _scale + 200}; - }; - //Cause blood loss - _player_blood = _player_blood - (_total * _scale); -}; - -//Record Damage to Minor parts (legs, arms) -if ( (_hit == "legs") && (_total == 1) ) then { _unit setVariable ["hit_legs",1,true]; }; -if ( (_hit == "hands") && (_total == 1) ) then { _unit setVariable ["hit_hands",1,true]; }; - -private["_wound","_isHit","_rndPain","_isInjured","_rndInfection","_rndPain","_hitPain","_inPain","_hitInfection"]; -// common damage first -if (_totalDmg > 4) then { - if ( _type == 0 ) then { - // TODO: add appropriate _method and message when study - _method = "unknown"; - }; - if ( _type == 1 ) then { - //TODO: add message when study - _method = "explosion"; - }; - if ( _type == 2 ) then { - //serious ballistic damage - _method = "shotheavy"; - }; -}; -if ((_total > 1) and _isHeadHit) then { -// head hit - _method = "shothead"; -}; -if ( _player_blood < 50 ) then { -// blood loss - _method = "bleed"; -}; -if ( _method !="" ) then { -// process death - [_unit,_source,_method] spawn disco_playerDeath; -} else { -// still alive? - if (_total > 0.4) then { //0.25 - /* BLEEDING */ - _wound = _hit call fnc_usec_damageGetWound; - _isHit = _unit getVariable[_wound,false]; -// diag_log format["DEBUG: wound:%1 [%2]",_wound,_isHit]; - _rndPain = (random 10); - _rndInfection = (random 1000); - _hitPain = (_rndPain < _total); - if (_isHeadHit or _hitPain) then { - _hitPain = true; - }; - _hitInfection = (_rndInfection < 1); - if (_isHit) then { - //Make hit worse - _player_blood = _player_blood - 50; - }; - if (_hitInfection) then { - //Set Infection if not already - _unit setVariable["USEC_infected",true,true]; - - }; - if (_hitPain) then { - //Set Pain if not already - _unit setVariable["USEC_inPain",true,true]; - }; - }; - private["_isInjured"]; - if(!_isHit) then { - //Create Wound -// diag_log format["DEBUG: spawn bleed %1",_wound]; - _unit setVariable[_wound,true,true]; - [_unit,_wound,_hit] spawn fnc_usec_damageBleed; - usecBleed = [_unit,_wound,_hit]; - publicVariable "usecBleed"; - //Set Injured if not already - _isInjured = _unit getVariable["USEC_injured",false]; - if (!_isInjured) then { - _unit setVariable["USEC_injured",true,true]; - }; - }; - - _unit setVariable["USEC_BloodQty",_player_blood,true]; -}; \ No newline at end of file diff --git a/dayz_server/compile/disco_playerDeath.sqf b/dayz_server/compile/disco_playerDeath.sqf deleted file mode 100644 index 2d5143d99..000000000 --- a/dayz_server/compile/disco_playerDeath.sqf +++ /dev/null @@ -1,54 +0,0 @@ -/* -[_object,_source,_method] spawn disco_playerDeath; -*/ -private["_object","_source","_method","_key","_playerID","_characterID","_playerName","_isDead"]; -_object = _this select 0; -_source = _this select 1; -_method = _this select 2; -_playerID = _object getVariable["playerID","0"]; //playerUID -_characterID = _object getVariable["characterID","0"]; //characterID -_playerName = _object getVariable["bodyName","unknown"]; -_isDead = _object getVariable["USEC_isDead",false]; -_humanity = 0; -_wait = 0; - -_object removeAllEventHandlers "HandleDamage"; - -if (!_isDead) then { - _id = [_characterID,0,_object,_playerID,_playerName,_source,_method] spawn server_playerDied; - _object setDamage 1; - _object setVariable["USEC_isDead",true,true]; - dayzFlies = _object; - publicVariable "dayzFlies"; - _id = [_object,50,true,getPosATL _object] spawn player_alertZombies; - - private["_canHitFree","_isBandit","_myKills","_humanity","_killsH","_wait","_killsB"]; - if (!isNull _source) then { - if (_source != _object) then { - _canHitFree = _object getVariable ["freeTarget",false]; - _isBandit = (typeOf _object) == "Bandit1_DZ"; - _myKills = ((_object getVariable ["humanKills",0]) / 30) * 1000; - if (!_canHitFree and !_isBandit) then { - //Process Morality Hit - _humanity = -(2000 - _myKills); - _killsH = _source getVariable ["humanKills",0]; - _source setVariable ["humanKills",(_killsH + 1),true]; - _wait = 300; - } else { - //Process Morality Hit - //_humanity = _myKills * 100; - _killsB = _source getVariable ["banditKills",0]; - _source setVariable ["banditKills",(_killsB + 1),true]; - _wait = 0; - }; - if (_humanity < 0) then { - _wait = 0; - }; - if (!_canHitFree and !_isBandit) then { - dayzHumanity = [_source,_humanity,_wait]; - publicVariable "dayzHumanity"; - }; - }; - }; - _object setVariable ["deathType",_method,true]; -}; \ No newline at end of file diff --git a/dayz_server/compile/disco_playerMorph.sqf b/dayz_server/compile/disco_playerMorph.sqf deleted file mode 100644 index 700e60fb6..000000000 --- a/dayz_server/compile/disco_playerMorph.sqf +++ /dev/null @@ -1,218 +0,0 @@ -/* -[_object,_playerID,_characterID,_penalty] spawn disco_playerMorph; -*/ -private["_object","_playerID","_characterID","_playerName","_model","_position","_dir","_currentAnim","_penalty"]; -_object = _this select 0; -// TODO: check -_playerID = _this select 1; //playerUID -_characterID = _this select 2; //characterID - -_penalty = _this select 3; -_playerName = _object getVariable["bodyName","unknown"]; //name _object; -_model = typeOf _object; -_position = getPosATL _object; -_dir = getDir _object; -_currentAnim = animationState _object; - -_object removeAllEventHandlers "FiredNear"; -_object removeAllEventHandlers "HandleDamage"; -_object removeAllEventHandlers "Killed"; -_object removeAllEventHandlers "Fired"; - -private["_updates","_humanity","_legs","_arms","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_banditKills","_temp"]; -// TODO: check -_updates = _object getVariable["updatePlayer",[false,false,false,false,false]]; -_updates set [0,true]; -_object setVariable["updatePlayer",_updates,true]; - -_humanity = _object getVariable["humanity",0]; -_temp = round(_object getVariable ["temperature",100]); -_worldspace = [round(_dir),_position]; -_zombieKills = _object getVariable ["zombieKills",0]; -_headShots = _object getVariable ["headShots",0]; -_humanKills = _object getVariable ["humanKills",0]; -_banditKills = _object getVariable ["banditKills",0]; -_medical = _object call player_sumMedical; -_messing = _object getVariable ["messing",[0,0]]; - -//BackUp Weapons and Mags -private ["_weapons","_magazines","_primweapon","_secweapon"]; -_weapons = weapons _object; -_magazines = magazines _object; -_primweapon = primaryWeapon _object; -_secweapon = secondaryWeapon _object; - -//Checks -if(!(_primweapon in _weapons) && _primweapon != "") then { - _weapons = _weapons + [_primweapon]; -}; - -if(!(_secweapon in _weapons) && _secweapon != "") then { - _weapons = _weapons + [_secweapon]; -}; - -if(count _magazines == 0) then { - _magazines = magazines _object; -}; - -//BackUp Backpack -private ["_newBackpackType","_backpackWpn","_backpackMag"]; - _newBackpackType = typeOf (unitBackpack _object); - if(_newBackpackType != "") then { - _backpackWpn = getWeaponCargo unitBackpack _object; - _backpackMag = getMagazineCargo unitBackpack _object; - }; - -//Get Muzzle -private ["_currentWpn","_muzzles"]; - _currentWpn = ""; - _muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles"); - if (count _muzzles > 1) then { - _currentWpn = currentMuzzle _object; - }; - -private ["_primary"]; -_doLoop = 0; -while {_doLoop < 5} do { - _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; - _primary = [_key,false,dayZ_hivePipeAuth] call server_hiveReadWrite; - if (count _primary > 0) then { - if ((_primary select 0) != "ERROR") then { - _doLoop = 9; - }; - }; - _doLoop = _doLoop + 1; -}; -private ["_group","_newUnit"]; -// get ammo from DB -_magazines = (_primary select 4) select 1; - -//Create New Character - _group = createGroup civilian; - _newUnit = _group createUnit [_model,[0,0,0],[],0,"NONE"]; - sleep 0.1; - -//Clear New Character - {_newUnit removeMagazine _x;} forEach (magazines _newUnit); - removeAllWeapons _newUnit; - -//Equip New Charactar -{ _newUnit addMagazine _x } forEach _magazines; -{ _newUnit addWeapon _x } forEach _weapons; -if(_primweapon != (primaryWeapon _newUnit)) then { _newUnit addWeapon _primweapon }; -if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then { _newUnit addWeapon _secweapon }; - -//Add and Fill BackPack -private["_newBackpack","_countr","_backpackmagTypes","_backpackmagQtys"]; -if (!isNil "_newBackpackType") then { - if (_newBackpackType != "") then { - _newUnit addBackpack _newBackpackType; - _newBackpack = unitBackpack _newUnit; - //Fill backpack contents - //Weapons - _backpackWpnTypes = []; - _backpackWpnQtys = []; - if (count _backpackWpn > 0) then { - _backpackWpnTypes = _backpackWpn select 0; - _backpackWpnQtys = _backpackWpn select 1; - }; - _countr = 0; - { - _newBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)]; - _countr = _countr + 1; - } forEach _backpackWpnTypes; - //magazines - _backpackmagTypes = []; - _backpackmagQtys = []; - if (count _backpackmag > 0) then { - _backpackmagTypes = _backpackMag select 0; - _backpackmagQtys = _backpackMag select 1; - }; - _countr = 0; - { - _newBackpack addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)]; - _countr = _countr + 1; - } forEach _backpackmagTypes; - }; -}; -//set medical values -private["_fractures"]; -if (count _medical > 0) then { - _newUnit setVariable["USEC_isDead",(_medical select 0),true]; - _newUnit setVariable["NORRN_unconscious", (_medical select 1), true]; - _newUnit setVariable["USEC_infected",(_medical select 2),true]; - _newUnit setVariable["USEC_injured",(_medical select 3),true]; - _newUnit setVariable["USEC_inPain",(_medical select 4),true]; - _newUnit setVariable["USEC_isCardiac",(_medical select 5),true]; - _newUnit setVariable["USEC_lowBlood",(_medical select 6),true]; - _newUnit setVariable["USEC_BloodQty",(_medical select 7),true]; - _newUnit setVariable["unconsciousTime",(_medical select 10),true]; - //Add Wounds - { - _newUnit setVariable[_x,true,true]; - [_newUnit,_x,0] spawn fnc_usec_damageBleed; - usecBleed = [_newUnit,_x,0]; - publicVariable "usecBleed"; - } forEach (_medical select 8); - //Add fractures - _fractures = (_medical select 9); - _newUnit setVariable ["hit_legs",(_fractures select 0),true]; - _newUnit setVariable ["hit_hands",(_fractures select 1),true]; -} else { - //Reset Fractures - _newUnit setVariable ["hit_legs",0,true]; - _newUnit setVariable ["hit_hands",0,true]; - _newUnit setVariable ["USEC_injured",false,true]; - _newUnit setVariable ["USEC_inPain",false,true]; -}; -//General Stats -_newUnit setVariable["characterID",_characterID,true]; -_newUnit setVariable["worldspace",_worldspace,true]; -_newUnit setVariable["bodyName",_playerName,true]; -//_newUnit setVariable["playerID",_playerID,true]; -_newUnit setVariable["temperature",_temp,true]; -_newUnit setVariable["messing",_messing,true]; - -//Move to position -_newUnit allowDamage true; -deleteVehicle _object; -deleteGroup (group _object); -_newUnit setDir _dir; -_newUnit setPosATL _position; -_newUnit playActionNow "Die"; -_newUnit disableConversation true; -_newUnit setCaptive false; -// _newUnit disableAi "ANIM"; - -// для чего это делается? -//_newUnit addWeapon "Loot"; -//_newUnit addWeapon "Flare"; -botPlayers = botPlayers + [_playerID]; -private["_mydamage_eh1"]; -_mydamage_eh1 = _newUnit addeventhandler ["HandleDamage",{ _this call disco_damageHandler;0 }]; - -diag_log format["DEBUG: Player %1 [%2] added to botPlayers: %3",_playerName,_playerID,botPlayers]; - -private["_doLoop","_isDead"]; -_isDead = _newUnit getVariable["USEC_isDead",false]; -_doLoop = 0; -while { _doLoop < _penalty && !_isDead } do { - _isDead = _newUnit getVariable["USEC_isDead",false]; - _doLoop = _doLoop + 1; - sleep 1; -}; -_newUnit removeAllEventHandlers "handleDamage"; - -if (!_isDead) then { - private["_playerBackp"]; - _medical = _newUnit call player_sumMedical; - _newBackpack = unitBackpack _newUnit; - _playerBackp = [typeOf _newBackpack,getWeaponCargo _newBackpack,getMagazineCargo _newBackpack]; -// _group = group _newUnit; - deleteVehicle _newUnit; - deleteGroup _group; -//Send to HIVE backpack and medical only - [_characterID,_worldspace,[],_playerBackp,_medical,[],""] call server_characterSync; -}; -botPlayers = botPlayers - [_playerID]; -diag_log format["DEBUG: Player %1 [%2] removed from botPlayers: %3",_playerName,_playerID,botPlayers]; \ No newline at end of file diff --git a/dayz_server/compile/server_publishBank.sqf b/dayz_server/compile/server_publishBank.sqf deleted file mode 100644 index 52b049a63..000000000 --- a/dayz_server/compile/server_publishBank.sqf +++ /dev/null @@ -1,33 +0,0 @@ -private["_type","_mUID","_deposit","_key","_result","_outcome","_balance","_uid"]; -//[UID,_deposit,] -_mUID = _this select 0; -_deposit = _this select 1; -_type = _this select 2; -_player = _this select 3; - - -//GET DB ID -_key = format["CHILD:111:%1:%2:%3:",_mUID,_deposit,_type]; - -diag_log ("HIVE: WRITE: "+ str(_key)); - -_result = [_key] call server_hiveReadWrite; - -_outcome = _result select 0; - -if (_outcome == "PASS") then { - - _msg = _result select 1; - _balance = _result select 2; - - diag_log("BANK: Action msg:" + str(_msg) + " Balance:" + str(_player)); - - _clientID = owner _player; - - dayzBankBalance = _balance; - _clientID publicVariableClient "dayzBankBalance"; - - diag_log ("PUBLISH BANK: Deposit " + str(_clientID) + " with " + str(_deposit)); - -}; -