private ["_charID","_newmodel","_old","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_wpnType","_ismelee","_survivalTime","_coins","_bankCoins","_globalCoins"]; //_playerUID = _this select 0; _charID = _this select 1; _model = _this select 2; if (typeOf player == _model) exitWith {}; _old = player; _old removeAllEventHandlers "FiredNear"; _old removeAllEventHandlers "HandleDamage"; _old removeAllEventHandlers "Killed"; _old removeAllEventHandlers "Fired"; _old allowDamage false; _old AddEventHandler ["HandleDamage", {False}]; 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]; //_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]; _combattimeout = player getVariable["combattimeout",0]; _inCombat = player getVariable ["inCombat",false]; _survivalTime = player getVariable ["SurvivalTime",0]; _ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0]; _ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0]; _friendlies = player getVariable ["friendlies",[]]; _tagSetting = player getVariable ["DZE_display_name",false]; if (Z_SingleCurrency) then { _coins = player getVariable [Z_moneyVariable,0]; _bankCoins = player getVariable [Z_bankVariable,0]; _globalCoins = player getVariable [Z_globalVariable,0]; }; //Switch [_model, _charID, _humanity] call player_switchModel; //Already spawned thread, no need to spawn and waitUntil script is done //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]; player setVariable ["blood_type",(_medical select 11),true]; player setVariable ["rh_factor",(_medical select 12),true]; player setVariable ["messing",(_medical select 13),true]; player setVariable ["blood_testdone",(_medical select 14),true]; //Add Wounds { //diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)]; player setVariable ["hit_"+_x,true,true]; PVDZ_hlt_Bleed = [player, _x, 1]; publicVariable "PVDZ_hlt_Bleed"; } 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]; //Moved to player_switchModel 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]; //Moved to player_switchModel player setVariable ["worldspace",_worldspace]; //player setVariable ["Achievements",_achievements]; player setVariable ["combattimeout",_combattimeout,false]; player setVariable ["inCombat",_inCombat,true]; player setVariable ["SurvivalTime",_survivalTime,false]; player setVariable ["ConfirmedHumanKills",_ConfirmedHumanKills,true]; player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true]; player setVariable ["friendlies",_friendlies,true]; player setVariable ["DZE_display_name",_tagSetting,true]; if (Z_SingleCurrency) then { player setVariable [Z_moneyVariable,_coins,true]; player setVariable [Z_bankVariable,_bankCoins,true]; player setVariable [Z_globalVariable,_globalCoins,true]; }; //PVDZ_serverStoreVar = [player,"Achievements",_achievements]; //publicVariableServer "PVDZ_serverStoreVar"; call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back. dayz_actionInProgress = false; //Allow self actions to run now. player removeAllEventHandlers "HandleDamage"; eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}]; [player] call fnc_usec_damageHandle; player allowDamage true; uiSleep 0.1; if !(isNull _old) then {deleteVehicle _old;}; call player_forceSave;