limits distance to object, as well as validating random auth key. added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
Should work to prevent the issue described in #1938 by disabling the abort option, causing the player to alt + F4 if they want to log out without reconnecting. which results in the gear pile/weaponholder from not being created.
* Fix Corepatch AS50 magazine spawn
The Corepatch broke some of the AS50 magazine spawns. Im not sure why it happend sometimes and sometimes not.
This message showed up sometimes: No entry 'bin\config.bin/CfgMagazines-5Rnd_127x99_as50_CP'.
The CorePatch use that:
e0d06f7086/CorePatch_CIT_14888/config.cpp
This commit should fix that error message and the AS50 name as well.
* Define 5Rnd_127x99_as50_CP class
* Update AS50 fix
* Revert AS50 ammo fix
this mitigates a newly introduced/reduced limitation on config size/entries when rapying content with Mikero's PBO tools. This issue will unfortunately not be fixed, hence moving keys to Epoch_B
Closes#1942 in combination with 48858b2
The "packing" variable was made redundant by dayz_actionInProgress
because it was only set locally.
DisableUserInput is unnecessary now because server_handleSafeGear is
called unscheduled. Getting the cargo, creating the new safe and
deleting the old one should complete in the same frame with no window
for players to remove gear:
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/compile/server_handleSafeGear.sqf#L51-L67
The "claimed" check is also no longer needed because
server_handleSafeGear is called unscheduled and exits if the object is
null, so two players attempting to unlock at the same time will not
work.
still need lootposSmall definitions. I think that these should be the
extent of new/changed buildings - aside from the TV/radio tower on green
mountain, which I cannot get the replacement model to spawn for
Collisions with the player caused sliding when the safe was pitched
forward. It was the same issue with proning against the sandbag. #1945
Note the player can still cause collision sliding by using snap to get
the preview closer to them.
Using "Wait for the previous action to complete to perform another" is
more accurate in these cases, because dayz_actionInProgress could have
been set by any action, not necessarily the same one.