private ["_player","_obj","_objectID","_objectUID","_statusText","_puid","_status","_clientID","_type","_lockedClass","_unlockedClass","_packedClass", "_name","_pos","_dir","_vector","_charID","_ownerID","_weapons","_magazines","_backpacks","_holder"]; _player = _this select 0; _obj = _this select 1; _status = _this select 2; _name = if (alive _player) then {name _player} else {"Dead Player"}; _type = typeOf _obj; _pos = _obj getVariable ["OEMPos",getPosATL _obj]; _dir = direction _obj; _vector = [vectorDir _obj, vectorUp _obj]; _charID = _obj getVariable ["CharacterID","0"]; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; _ownerID = _obj getVariable ["ownerPUID","0"]; // Player may have disconnected or died before message send. Attempt lock/unlock/pack/save procedure anyway if (isNull _player) then {diag_log "ERROR: server_handleSafeGear called with Null player object";}; _clientID = owner _player; _puid = [_player] call FNC_GetPlayerUID; _statusText = switch (_status) do { case 0: {"UNLOCKED"}; case 1: {"LOCKED"}; case 2: {"PACKED"}; }; if (isNull _obj) exitWith { diag_log format["ERROR: server_handleSafeGear called with Null safe object by %1(%2). %3 attempt failed.",_name,_puid,_statusText]; dze_waiting = "fail"; _clientID publicVariableClient "dze_waiting"; }; switch (_status) do { case 0: { //Unlocking _unlockedClass = getText (configFile >> "CfgVehicles" >> _type >> "unlockedClass"); _weapons = _obj getVariable ["WeaponCargo",[]]; _magazines = _obj getVariable ["MagazineCargo",[]]; _backpacks = _obj getVariable ["BackpackCargo",[]]; // Create new unlocked safe, then delete old locked safe //_holder = createVehicle [_unlockedClass,_pos,[],0,"CAN_COLLIDE"]; _holder = _unlockedClass createVehicle [0,0,0]; _holder setDir _dir; _holder setVariable ["memDir",_dir,true]; _holder setVectorDirAndUp _vector; _holder setPosATL _pos; _holder setVariable ["CharacterID",_charID,true]; _holder setVariable ["ObjectID",_objectID,true]; _holder setVariable ["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos",_pos,true]; if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];}; deleteVehicle _obj; [_weapons,_magazines,_backpacks,_holder] call server_addCargo; }; case 1: { //Locking _lockedClass = getText (configFile >> "CfgVehicles" >> _type >> "lockedClass"); // Save to database (also happens if a player is within 10m in server_playerSync and server_onPlayerDisconnect) [_obj,"gear"] call server_updateObject; _weapons = getWeaponCargo _obj; _magazines = getMagazineCargo _obj; _backpacks = getBackpackCargo _obj; // Create new locked safe, then delete old unlocked safe //_holder = createVehicle [_lockedClass,_pos,[],0,"CAN_COLLIDE"]; _holder = _lockedClass createVehicle [0,0,0]; _holder setDir _dir; _holder setVariable ["memDir",_dir,true]; _holder setVectorDirAndUp _vector; _holder setPosATL _pos; _holder setVariable ["CharacterID",_charID,true]; _holder setVariable ["ObjectID",_objectID,true]; _holder setVariable ["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos",_pos,true]; if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];}; deleteVehicle _obj; // Local setVariable gear onto new locked safe for easy access on next unlock // Do not send big arrays over network! Only server needs these _holder setVariable ["WeaponCargo",_weapons,false]; _holder setVariable ["MagazineCargo",_magazines,false]; _holder setVariable ["BackpackCargo",_backpacks,false]; }; case 2: { //Packing _packedClass = getText (configFile >> "CfgVehicles" >> _type >> "packedClass"); _weapons = getWeaponCargo _obj; _magazines = getMagazineCargo _obj; _backpacks = getBackpackCargo _obj; //_holder = createVehicle [_packedClass,_pos,[],0,"CAN_COLLIDE"]; _holder = _packedClass createVehicle [0,0,0]; deleteVehicle _obj; _holder setDir _dir; _holder setPosATL _pos; _holder addMagazineCargoGlobal [getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem"),1]; [_weapons,_magazines,_backpacks,_holder] call server_addCargo; // Delete safe from database [_objectID,_objectUID,_player] call server_deleteObj; }; }; diag_log format["%6 %5: ObjID:%1 ObjUID:%2 CharID:%7 OwnerID:%8 BY %3(%4)",_objectID,_objectUID,_name,_puid,_statusText,_type,_charID,_ownerID]; dze_waiting = "success"; _clientID publicVariableClient "dze_waiting";