mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Fix dupe on disconnect
I moved the relocation code to player_sync, I didn't notice any errors but just check to make sure it's working okay.
This commit is contained in:
@@ -14,7 +14,7 @@ item9[] = {"no_PlayerID",4,218,125.000000,150.000000,225.000000,200.000000,2.000
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item10[] = {"ERROR__No_Player",2,250,325.000000,150.000000,425.000000,200.000000,0.000000,"ERROR:" \n "No PlayerID"};
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item11[] = {"Request",2,250,-75.000000,350.000000,25.000000,400.000000,0.000000,"Request"};
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item12[] = {"Response",4,218,-175.000000,400.000000,-75.000000,450.000000,0.000000,"Response"};
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item13[] = {"Parse_Login",2,4346,-66.532227,557.409241,33.467773,607.409241,0.000000,"Parse Login"};
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item13[] = {"Parse_Login",2,250,-66.532227,557.409241,33.467773,607.409241,0.000000,"Parse Login"};
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item14[] = {"Hive_Bad",4,218,125.000000,550.000000,225.000000,600.000000,10.000000,"Hive" \n "Bad"};
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item15[] = {"ERROR__Wrong_HIVE",2,250,325.000000,550.000000,425.000000,600.000000,0.000000,"ERROR:" \n "Wrong HIVE" \n "Version"};
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item16[] = {"Character_Setup",4,218,-175.000000,600.000000,-75.000000,650.000000,0.000000,"Character" \n "Setup"};
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@@ -33,7 +33,7 @@ item28[] = {"Display_Ready",4,218,-175.000000,1200.000000,-75.000000,1250.000000
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item29[] = {"Preload_Display",2,250,-75.000000,1250.000000,25.000000,1300.000000,0.000000,"Preload" \n "Display"};
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item30[] = {"Preload_Done",4,218,-175.000000,1300.000000,-75.000000,1350.000000,0.000000,"Preload" \n "Done"};
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item31[] = {"Initialize",2,250,-75.000000,1350.000000,25.000000,1400.000000,0.000000,"Initialize"};
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item32[] = {"Finish",1,250,-75.000000,1625.000000,25.000000,1675.000000,0.000000,"Finish"};
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item32[] = {"Finish",1,4346,-75.000000,1625.000000,25.000000,1675.000000,0.000000,"Finish"};
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item33[] = {"no_Time_Date",4,218,125.000000,950.000000,225.000000,1000.000000,0.000000,"no Time/Date"};
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item34[] = {"sleep",4,218,525.000000,150.000000,625.000000,200.000000,0.000000,"sleep"};
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item35[] = {"sleep",4,218,525.000000,550.000000,625.000000,600.000000,0.000000,"sleep"};
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@@ -243,8 +243,8 @@ link127[] = {107,32};
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link128[] = {108,109};
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link129[] = {109,110};
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link130[] = {110,64};
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globals[] = {0.000000,0,0,0,0,640,480,3,262,6316128,1,-888.855957,924.990540,1855.234863,-680.074097,890,1244,1};
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window[] = {2,-1,-1,-1,-1,708,182,1202,182,3,908};
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globals[] = {0.000000,0,0,0,0,640,480,3,262,6316128,1,-273.728088,309.860291,1963.873291,1148.161011,890,1244,1};
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window[] = {2,-1,-1,-1,-1,812,286,1306,286,3,908};
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*//*%FSM</HEAD>*/
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class FSM
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{
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@@ -362,7 +362,7 @@ class FSM
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"" \n
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"dayz_loadScreenMsg = localize 'str_player_waiting_creation'; " \n
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"" \n
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"_playerUID = getPlayerUID player;" \n
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"_playerUID = getPlayerUID player;" \n
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"progressLoadingScreen 0.6;" \n
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"if (_debug == 1) then {diag_log [diag_tickTime,'Collect'];};"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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@@ -1215,7 +1215,8 @@ class FSM
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init = /*%FSM<STATEINIT""">*/"diag_log 'player_forceSave called from fsm';" \n
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"//call player_forceSave;" \n
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"" \n
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"publicVariableServer ""PVDZ_plr_LoginRecord"";"/*%FSM</STATEINIT""">*/;
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"publicVariableServer ""PVDZ_plr_LoginRecord"";" \n
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"call player_forceSave;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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@@ -48,7 +48,6 @@ if (_playerUID in dayz_ghostPlayers) exitwith {
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//Make sure we know the ID of the object before we try and sync any info to the DB
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if (_characterID != "?") exitwith {
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//If the player has sepsis before logging off lets give them infected status.
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if (_Sepsis) then {
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_playerObj setVariable["USEC_infected",true,true];
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@@ -57,27 +56,6 @@ if (_characterID != "?") exitwith {
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//Record Player Login/LogOut
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[_playerUID,_characterID,2,_playerName] call dayz_recordLogin;
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//if the player object is inside a vehicle lets eject the player
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if (vehicle _playerObj != _playerObj) then {
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_relocate = if (vehicle _playerObj isKindOf "Air") then {true} else {false};
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_playerObj action ["eject", vehicle _playerObj];
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// Prevent relog in parachute, heli or plane above base exploit to get inside
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if (_relocate) then {
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_count = 0;
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_maxDist = 800;
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_newPos = [_playerPos, 80, _maxDist, 10, 1, 0, 0, [], [_playerPos,_playerPos]] call BIS_fnc_findSafePos;
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while {_newPos distance _playerPos == 0} do {
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_count = _count + 1;
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if (_count > 4) exitWith {_newPos = _playerPos;}; // Max 4km away fail safe (needs to finish fast so server_playerSync runs below)
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_newPos = [_playerPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_playerPos,_playerPos]] call BIS_fnc_findSafePos;
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};
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_playerObj setPos _newPos;
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diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos %3m from logout position.",_playerName,_playerUID,_playerPos distance _newPos];
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};
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};
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//Punish combat log
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if ((_inCombat > 0) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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@@ -91,8 +69,7 @@ if (_characterID != "?") exitwith {
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//if player object is alive lets sync the player and remove the body and if ghosting is active add the player id to the array
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if (alive _playerObj) then {
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[_playerObj,nil,true] call server_playerSync;
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[_playerObj,nil,true,true] call server_playerSync;
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if (dayz_enableGhosting) then {
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//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
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if (!(_playerUID in dayz_ghostPlayers)) then {
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@@ -12,7 +12,7 @@ _humanity = 0;
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_name = if (alive _character) then {name _character} else {"Dead Player"};
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_Achievements = [];
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_debug = getMarkerpos "respawn_west";
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_distance = _debug distance _charPos;
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_distance = (_debug distance _charPos) < 1500;
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if (_character isKindOf "Animal") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + _name + " is an Animal class");
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@@ -22,8 +22,8 @@ if (isNil "_characterID") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + _name + " has nil characterID");
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};
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if (_characterID == "0" or _distance < 1500) exitWith {
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if (_distance < 1500) then {
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if (_characterID == "0" or _distance) exitWith {
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if (_distance) then {
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diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3 (May be changing clothes)",_name,_characterID,_charPos];
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} else {
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diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID");
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@@ -44,7 +44,62 @@ if (_characterID != "0") then {
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_medical = [];
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_distanceFoot = 0;
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//diag_log ("Found Character...");
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//all getVariable immediately
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_globalCoins = _character getVariable ["GlobalMoney", -1];
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_bankCoins = _character getVariable ["MoneySpecial", -1];
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_group = _character getVariable ["savedGroup", []];
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_coins = _character getVariable [Z_MoneyVariable, -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
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_lastPos = _character getVariable ["lastPos",_charPos];
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_usec_Dead = _character getVariable ["USEC_isDead",false];
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_lastTime = _character getVariable ["lastTime",diag_ticktime];
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_modelChk = _character getVariable ["model_CHK",""];
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_temp = round (_character getVariable ["temperature",100]);
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_lastMagazines = _character getVariable ["ServerMagArray",[[],""]];
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/*
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Check previous stats against what client had when they logged in
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this helps prevent JIP issues, where a new player wouldn't have received
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the old players updates. Only valid for stats where clients could have
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be recording results from their local objects (such as agent zombies)
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*/
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_kills = ["zombieKills",_character] call server_getDiff;
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_killsB = ["banditKills",_character] call server_getDiff;
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_killsH = ["humanKills",_character] call server_getDiff;
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_headShots = ["headShots",_character] call server_getDiff;
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_humanity = ["humanity",_character] call server_getDiff2;
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_charPosLen = count _charPos;
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if (_isNewGear) then {
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if (typeName _magazines == "ARRAY") then {
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_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
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_character setVariable["ServerMagArray",_magazines, false];
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};
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} else {
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//check Magazines everytime they aren't sent by player_forceSave
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_magTemp = (_lastMagazines select 0);
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if (count _magTemp > 0) then {
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_magazines = [(magazines _character),20] call array_reduceSize;
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{
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_class = _x;
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if (typeName _x == "ARRAY") then {
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_class = _x select 0;
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};
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if (_class in _magazines) then {
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_MatchedCount = {_compare = if (typeName _x == "ARRAY") then {_x select 0;} else {_x}; _compare == _class} count _magTemp;
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_CountedActual = {_x == _class} count _magazines;
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if (_MatchedCount > _CountedActual) then {
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_magTemp set [_forEachIndex, "0"];
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};
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} else {
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_magTemp set [_forEachIndex, "0"];
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};
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} forEach (_lastMagazines select 0);
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_magazines = _magTemp - ["0"];
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_magazines = [_magazines, (_lastMagazines select 1)];
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_character setVariable["ServerMagArray",_magazines, false];
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_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
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};
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};
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//Check if update is requested
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if (_isNewPos or _force) then {
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@@ -54,30 +109,23 @@ if (_characterID != "0") then {
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} else {
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//diag_log ("getting position..."); sleep 0.05;
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_playerPos = [round (direction _character),_charPos];
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_lastPos = _character getVariable ["lastPos",_charPos];
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if (count _lastPos > 2 && count _charPos > 2) then {
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if (count _lastPos > 2 && {_charPosLen > 2}) then {
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if (!_isInVehicle) then {_distanceFoot = round (_charPos distance _lastPos);};
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_character setVariable["lastPos",_charPos];
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};
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if (count _charPos < 3) then {_playerPos = [];};
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if (_charPosLen < 3) then {_playerPos = [];};
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//diag_log ("position = " + str(_playerPos)); sleep 0.05;
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};
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_character setVariable ["posForceUpdate",false,true];
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};
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if (_isNewGear) then {
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if (typeName _magazines == "ARRAY") then {
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_playerGear = [weapons _character,_magazines select 0,_magazines select 1];
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};
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};
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//Check player backpack each time sync runs
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_backpack = unitBackpack _character;
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_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
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if (_isNewMed or _force) then {
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//diag_log ("medical..."); sleep 0.05;
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if !(_character getVariable ["USEC_isDead",false]) then {
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if (!_usec_Dead) then {
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//diag_log ("medical check..."); sleep 0.05;
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_medical = _character call player_sumMedical;
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//diag_log ("medical result..." + str(_medical)); sleep 0.05;
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@@ -85,26 +133,7 @@ if (_characterID != "0") then {
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_character setVariable ["medForceUpdate",false,true];
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};
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//Process update
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//if (_characterID != "0") then {
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//Record stats while we're here
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/*
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Check previous stats against what client had when they logged in
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this helps prevent JIP issues, where a new player wouldn't have received
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the old players updates. Only valid for stats where clients could have
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be recording results from their local objects (such as agent zombies)
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*/
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_kills = ["zombieKills",_character] call server_getDiff;
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_killsB = ["banditKills",_character] call server_getDiff;
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_killsH = ["humanKills",_character] call server_getDiff;
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_headShots = ["headShots",_character] call server_getDiff;
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_humanity = ["humanity",_character] call server_getDiff2;
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//_humanity = _character getVariable ["humanity",0];
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_character addScore _kills;
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/*
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Assess how much time has passed, for recording total time on server
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*/
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_lastTime = _character getVariable ["lastTime",diag_ticktime];
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_timeGross = (diag_ticktime - _lastTime);
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_timeSince = floor (_timeGross / 60);
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_timeLeft = (_timeGross - (_timeSince * 60));
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@@ -118,14 +147,31 @@ if (_characterID != "0") then {
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_isTerminal = (getNumber (_config >> "terminal")) == 1;
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//_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1;
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_currentModel = typeOf _character;
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_modelChk = _character getVariable ["model_CHK",""];
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if (_currentModel == _modelChk) then {
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_currentModel = "";
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} else {
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_currentModel = str _currentModel;
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_character setVariable ["model_CHK",typeOf _character];
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};
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if ((count _this) > 3 && {_isInVehicle}) then { //calling from player_onDisconnect
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//if the player object is inside a vehicle lets eject the player
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_relocate = if (vehicle _playerObj isKindOf "Air") then {true} else {false};
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_playerObj action ["eject", vehicle _playerObj];
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// Prevent relog in parachute, heli or plane above base exploit to get inside
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if (_relocate) then {
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_count = 0;
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_maxDist = 800;
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_newPos = [_charPos, 80, _maxDist, 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
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while {_newPos distance _charPos == 0} do {
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_count = _count + 1;
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if (_count > 4) exitWith {_newPos = _charPos;}; // Max 4km away fail safe (needs to finish fast so server_playerSync runs below)
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_charPos = [_charPos, 80, (_maxDist + 800), 10, 1, 0, 0, [], [_charPos,_charPos]] call BIS_fnc_findSafePos;
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};
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diag_log format["%1(%2) logged out in air vehicle. Relocated to safePos %3m from logout position.",(name _character),(getPlayerUID _character),_charPos distance _newPos];
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};
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};
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if (_onLadder or _isInVehicle or _isTerminal) then {
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_currentAnim = "";
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//If position to be updated, make sure it is at ground level!
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@@ -145,7 +191,6 @@ if (_characterID != "0") then {
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_currentWpn = "";
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};
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};
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_temp = round (_character getVariable ["temperature",100]);
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_currentState = [[_currentWpn,_currentAnim,_temp],_Achievements];
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/*
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@@ -159,30 +204,22 @@ if (_characterID != "0") then {
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_playerPos set [1,_array];
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};
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if (!isNull _character) then {
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if (alive _character) then {
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//Wait for HIVE to be free and send request
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if (Z_SingleCurrency) then {
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_coins = _character getVariable [Z_MoneyVariable, -1]; //should getting coins fail set the variable to an invalid value to prevent overwritting the in the DB
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity,_coins];
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} else {
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
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};
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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//diag_log format["HIVE: SYNC: [%1,%2,%3,%4]",_characterID,_playerPos,_playerGear,_playerBackp];
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_key call server_hiveWrite;
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};
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//Wait for HIVE to be free and send request
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if (Z_SingleCurrency) then {
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity,_coins];
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} else {
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
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};
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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//diag_log format["HIVE: SYNC: [%1,%2,%3,%4]",_characterID,_playerPos,_playerGear,_playerBackp];
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_key call server_hiveWrite;
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if (Z_SingleCurrency) then { //update global coins
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_globalCoins = _character getVariable ["GlobalMoney", -1];
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_bankCoins = _character getVariable ["MoneySpecial", -1];
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_key = format["CHILD:205:%1:%2:%3:%4:",(getPlayerUID _character),dayZ_instance,_globalCoins,_bankCoins];
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_key call server_hiveWrite;
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};
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if (DZE_groupManagement) then { //update player group
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_group = _character getVariable ["savedGroup", []];
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_key = format["CHILD:204:%1:%2:%3:",(getPlayerUID _character),dayZ_instance, _group];
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_key call server_hiveWrite;
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};
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