Send dayz_playerName as array

This avoids triggering PV value restrictions when the player has
keywords or special characters in their name.
This commit is contained in:
ebaydayz
2016-03-20 22:12:11 -04:00
parent 92c09e5c7b
commit f0757b1544
22 changed files with 136 additions and 282 deletions

View File

@@ -33,7 +33,6 @@ if (_unit == player) then
if ((_source != player) and _isPlayer) then
{
_isBandit = (player getVariable["humanity",0]) <= -5000;
_isPZombie = player isKindOf "PZombie_VB";
//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
//if player is not free to shoot at inform server that _source shot at player
@@ -50,22 +49,22 @@ if (_unit == player) then
// - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands
// Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb.
_punishment = _isBandit || {player getVariable ["OpenTarget",false]} && {!_isPZombie};
_punishment =
((_isBandit ||
{player getVariable ["OpenTarget",false]}) &&
{!_isPZombie});
_humanityHit = 0;
if (!_punishment) then {
//_myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150);
_myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150);
// how many non bandit players have I (the shot/damaged player) killed?
// punish my killer 200 for shooting a surivor
// but subtract 50 for each survivor I've murdered
//_humanityHit = -(_myKills * _damage);
//if (_humanityHit < -2000) then {
// _humanityHit = -2000;
//};
_humanityHit = -(_myKills * _damage);
if (_humanityHit < -800) then {
_humanityHit = -800;
};
// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
//Process Morality Hit
_myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5);
_humanityHit = -100 * _myKills * _damage;
[_source,_humanityHit] spawn {
private ["_source","_humanityHit"];
@@ -85,9 +84,9 @@ if (_unit == player) then
_unit = _this select 0;
cutText [localize "str_player_tranquilized", "PLAIN DOWN"];
//systemChat format ["YOU HAVE BEEN TRANQUILISED"];
//uiSleep 2;
//uiSleep 2;
// 0 fadeSound 0.05;
//uiSleep 5;
//uiSleep 5;
[_unit,0.01] call fnc_usec_damageUnconscious;
_unit setVariable ["NORRN_unconscious", true, true];
r_player_timeout = round(random 60);
@@ -99,7 +98,7 @@ if (_unit == player) then
if (_damage > 0.4) then {
//Melee knockout system
if ((_isHeadHit) and (_ammo in ["Sledge_Swing_Ammo","Crowbar_Swing_Ammo","Bat_Swing_Ammo"])) then {
if ((_isHeadHit) and (_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"])) then {
[_unit] spawn {
_unit = _this select 0;
cutText ["you have been knocked out", "PLAIN DOWN"];
@@ -182,7 +181,7 @@ if (_damage > 0.4) then {
};
if (_unit == player) then {
//diag_log ("DAMAGE: player hit by " + (typeOf _source) + " in " + _hit + " with " + _ammo + " for " + str(_damage) + " scaled " + str(_damage * _scale) + " Conscious " + str (!_unconscious));
//diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
r_player_blood = r_player_blood - (_damage * _scale);
};
};
@@ -277,7 +276,7 @@ if (_damage > 0.4) then {
if (_ammo == "zombie") then {
if(!_isHit and _isbleeding && !_isPZombie) then {
if (!_isHit && _isbleeding && !_isPZombie) then {
//Create Wound
_unit setVariable["hit_"+_wound,true,true];