private ["_backpacks","_charID","_clientID","_dir","_dllcall","_holder","_lockBoxes","_lockCode","_lockColor","_lockedClass","_magazines","_name","_obj","_objectID","_objectUID","_ownerID","_packedClass","_player","_playerUID","_pos","_status","_statusText","_type","_unlockedClass","_vector","_weapons"]; _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; _playerUID = getPlayerUID _player; _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,_playerUID,_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; }; }; _type = switch _type do { case "VaultStorage"; case "VaultStorageLocked": { _lockCode = _charID; "Safe" }; case "LockboxStorage"; case "LockboxStorageLocked": { _lockBoxes = ["LockboxStorage","LockboxStorageLocked"]; if (_type in _lockBoxes) then { _lockCode = parseNumber _charID; _lockCode = _lockCode - 10000; if (_lockCode <= 99) then { _lockColor = "Red"; }; if (_lockCode >= 100 && _lockCode <= 199) then { _lockColor = "Green"; _lockCode = _lockCode - 100; }; if (_lockCode >= 200) then { _lockColor = "Blue"; _lockCode = _lockCode - 200; }; if (_lockCode <= 9) then { _lockCode = format["0%1", _lockCode]; }; _lockCode = format ["%1%2",_lockColor,_lockCode]; }; "LockBox" }; }; diag_log format["%1 (%2) %3 %4 with code: %5 @%6 (%7)",_name,_playerUID,_statusText,_type,_lockCode,mapGridPosition _pos,_pos]; dze_waiting = "success"; _clientID publicVariableClient "dze_waiting";