This allows fnc_lockCode to be used by client and server side scripts.
This also does localization client side but server side the colors are
hard coded english.
These were resulting in sloppy mixed language sentences.
The server language never changes, so localize should not be used server
side, unless complete translations are added for all logs, which is not
worth the effort. Only admins see them, unlike client side strings which
are seen by everyone.
Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
If the player enters a wrong code the algorithm can make the entered code seem completely bogus, let's just exit out of the routine if that's the case.
Sample bad code (Just hit red key):
```11:45:54 "salival (playerUID) FAILED unlocking LockBox with code: Red0-9900 (actual: Red34) @038117 [3899.36,3580.24,1.632]"```
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
* Update z_at_buyItems.sqf
* Update z_at_buyItems.sqf
* Update z_at_canAfford.sqf
* Update z_at_fillBuyableList.sqf
All of this is already checked in z_checkCloseVehicle at startup. If Z_VehicleChanges between the time the menu is started and the buyable list is filled it's not a big deal, since it only affects the highlighted color.
* Update server_handleSafeGear.sqf
* Update snappoints.hpp
* Update z_at_buyItems.sqf
* Advanced trading fixes
Fixes a few issues and a dupe with advanced trading as well as some
localization of where a vehicle key is going.
Z_at_buyItems: Now adds localization for the key getting added to your
toolbelt, backpack and vehicle, this stops players thinking they didn't
get a key when infact it was added to their backpack/vehicle.
Z_at_canAfford.sqf: This fixes a dupe from a bad copy paste for whomever
wrote this script, it was using _backpackMoney in the
z_allowTakingMoneyFromVehicle part, changed to the proper variable
_vehicleMoney.
z_at_fillBuyableList.sqf: this fixes a bug where a vehicle would show
green even when it isn't local, just basically added more checking to
make sure the vehicle it's making green in the list is a) local, b)
alive and that the typeOf == _name.
z_at_logTrade.sqf: fixes some tidyness.
advancedTrading/init.sqf: adds a z_checkCloseVehicle call otherwise even
with Z_AllowTakingMoneyFromVehicle = true it will not get currency from
your vehicle until you clicked on the "Vehicle" tab.
dayz_server/server_tradeObject.sqf: More tidying as per the
z_at_logTrade and removes the useless Player:, as it is obvious a player
has bought something not an AI.
dayz_server/server_handleSafeGear.sqf: Makes the diag_log at the end
more human readable with GPS coordinates as well as the lock code for
the safe or the lockbox.
* advanced trading fixes. I hate you github
WHY U GET MISSED?? STUPID GITHUB.
* snappoints changes
Fixes the issue @SmokeyBR reported
https://github.com/EpochModTeam/DayZ-Epoch/issues/1766#issuecomment-253864795
Adds all floor types to snap list for all barriers so you can snap a
sandbag etc to a floor instead of manually lining it up
- Safe inventory arrays are no longer sent over network to all machines
on server startup and on each lock/unlock
- Disabled user input then closed gear dialog during safe
lock/unlock/pack to block various duping methods.
- Moved safe creation, deletion and gear handling to server. This cuts
down on add[Magazine/Weapon/Backpack]Cargo, createVehicle and
deleteVehicle BE logs.