Timeout is no longer restarted when you click abort and the loop now
closes the gear menu so the player cannot attempt to dupe with the gear
menu and abort menu open at the same time.
If there was no helipad available findSafePos was called. If that failed
it spawned the vehicle in the debug zone.
Calling findSafePos is no longer necessary since we are now using
createVehicle "NONE".
append diag_ticktime to key. Max length is 24 characters in the DB so
the limit so this shouldn't cause issues unless the server is up for
hundreds of days.
I just noticed before 5f0c2fc this was also running if the player was
dead. Now it will run if the player is alive in playerSync otherwise it
will run here if they are dead.
Thanks @ndavalos
@ebaydayz since this was moved after player_sumMedical is called in
5f0c2fcc49
it would no longer save the modified unconcious and timeout vars to the
DB.
See my comments on ae78fde and a3c3ccc
The object_maintenance function is only for vanilla buildables and is
currently not used. It immediately overwrites with a 306 call.
Moved combat log setVariables to playerSync. Now the player object is no
longer needed for any of the code at the bottom of playerSync or
onPlayerDisconnected.
Update objects is already performed at the bottom of playerSync. There
is no reason to do it again in playerDisconnect since it calls
playerSync.
@icomrade you forgot to change the _playerObj variable to _character
when you moved this.
Also if BIS_fnc_findSafePos was successful on the first attempt the way
you had it would use the original _charPos instead of the successful
return because you never set _charPos = _newPos;
ed3227fa7a
I made no changes apart from removing the (_characterID != "0") check
and the corresponding spacing/tabs.
If _characterID == "0" the script would have already exited on line 30.
Removed redundant diag_log since it is already done in dayz_recordLogin.
Removed noatlf4 variable because we use inCombat instead. Noatlf4 is
only set if the player is hit in the damage handler, while inCombat is
set any time the player is in combat.