private ["_updates","_playerUID","_charID","_humanity","_worldspace","_model","_friendlies","_fractures","_old","_medical","_zombieKills","_headShots","_humanKills","_banditKills","_tagList"]; _playerUID = _this select 0; _charID = _this select 1; _model = _this select 2; if (typeOF player == _model) exitWith {cutText ['You already wear this Skin!', 'PLAIN'];}; _old = player; player allowDamage false; player removeEventHandler ["FiredNear",eh_player_killed]; player removeEventHandler ["HandleDamage",mydamage_eh1]; player removeEventHandler ["Killed",mydamage_eh3]; player removeEventHandler ["Fired",mydamage_eh2]; _updates = player getVariable["updatePlayer",[false,false,false,false,false]]; _updates set [0,true]; player setVariable["updatePlayer",_updates,true]; dayz_unsaved = true; //Logout _humanity = player getVariable["humanity",0]; _medical = player call player_sumMedical; _worldspace = [round(direction player),getPosATL player]; _zombieKills = player getVariable ["zombieKills",0]; _headShots = player getVariable ["headShots",0]; _humanKills = player getVariable ["humanKills",0]; _banditKills = player getVariable ["banditKills",0]; _friendlies = player getVariable ["friendlies",[]]; _tagList = player getVariable ["tagList",[]]; //Switch _model call player_switchModel; //Login //set medical values if (count _medical > 0) then { player setVariable["USEC_isDead",(_medical select 0),true]; player setVariable["NORRN_unconscious", (_medical select 1), true]; player setVariable["USEC_infected",(_medical select 2),true]; player setVariable["USEC_injured",(_medical select 3),true]; player setVariable["USEC_inPain",(_medical select 4),true]; player setVariable["USEC_isCardiac",(_medical select 5),true]; player setVariable["USEC_lowBlood",(_medical select 6),true]; player setVariable["USEC_BloodQty",(_medical select 7),true]; player setVariable["unconsciousTime",(_medical select 10),true]; //Add Wounds { player setVariable[_x,true,true]; //["usecBleed",[player,_x,_hit]] call broadcastRpcCallAll; usecBleed = [player,_x,0]; publicVariable "usecBleed"; } forEach (_medical select 8); //Add fractures _fractures = (_medical select 9); // player setVariable ["hit_legs",(_fractures select 0),true]; // player setVariable ["hit_hands",(_fractures select 1),true]; [player,"legs", (_fractures select 0)] call object_setHit; [player,"hands", (_fractures select 1)] call object_setHit; } else { //Reset Fractures player setVariable ["hit_legs",0,true]; player setVariable ["hit_hands",0,true]; player setVariable ["USEC_injured",false,true]; player setVariable ["USEC_inPain",false,true]; }; //General Stats player setVariable["humanity",_humanity,true]; player setVariable["zombieKills",_zombieKills,true]; player setVariable["headShots",_headShots,true]; player setVariable["humanKills",_humanKills,true]; player setVariable["banditKills",_banditKills,true]; player setVariable["CharacterID",_charID,true]; player setVariable["worldspace",_worldspace,true]; player setVariable["friendlies",_friendlies,true]; player setVariable["tagList",_tagList,true]; //code for this on the server is missing //["PVDZE_plr_Morph",[_charID,player,_playerUID,[_zombieKills,_headShots,_humanKills,_banditKills],_humanity]] call callRpcProcedure; call dayz_resetSelfActions; eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;} ]; [player] call fnc_usec_damageHandle; player allowDamage true; player addWeapon "Loot"; player addWeapon "Flare"; //melee check _wpnType = primaryWeapon player; _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee")); if (_ismelee == "true") then { call dayz_meleeMagazineCheck; }; sleep 0.1; if (!isNull _old) then { // this should not be needed as player is deleted in player_switchModel? deleteVehicle _old; };