private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_randomSpot","_position","_debug","_distance","_fractures","_score","_findSpot","_mkr","_j","_isIsland","_w","_clientID","_lastInstance"]; diag_log (format["%1 DEBUG %2", __FILE__, _this]); _characterID = _this select 0; _playerObj = _this select 1; _spawnSelection = _this select 3; _playerID = [_playerObj] call FNC_GetPlayerUID; #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp" if (isNull _playerObj) exitWith { diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj)); }; if (_playerID == "") then { _playerID = [_playerObj] call FNC_GetPlayerUID; }; if (_playerID == "") exitWith { diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj)); }; private "_dummy"; _dummy = [_playerObj] call FNC_GetPlayerUID; if (_playerID != _dummy) then { diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID]; _playerID = _dummy; }; _worldspace = []; _state = []; //Do Connection Attempt _doLoop = 0; while {_doLoop < 5} do { _key = format["CHILD:102:%1:",_characterID]; _primary = _key call server_hiveReadWrite; if (count _primary > 0) then { if ((_primary select 0) != "ERROR") then { _doLoop = 9; }; }; _doLoop = _doLoop + 1; }; if (isNull _playerObj or !isPlayer _playerObj) exitWith { diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj)); }; //Wait for HIVE to be free //diag_log ("SETUP: RESULT: Successful with " + str(_primary)); _medical = _primary select 1; _stats = _primary select 2; _worldspace = _primary select 4; _humanity = _primary select 5; _lastInstance = _primary select 6; _randomSpot = false; //Set position _statearray = if (count _primary >= 4) then {_primary select 3} else {[""]}; if (count _statearray == 0) then {_statearray = [""];}; //diag_log ("StateNew: "+str(_statearray)); if (typeName ((_statearray) select 0) == "STRING") then {_statearray = [_statearray,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];}; _state = (_statearray) select 0; //diag_log ("State: "+str(_state)); _Achievements = (_statearray) select 1; if (count _Achievements == 0) then {_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];}; //diag_log ("Achievements: "+str(_Achievements)); //diag_log ("WORLDSPACE: " + str(_worldspace)); if (count _worldspace > 0) then { _position = _worldspace select 1; if (count _position < 3) then {_randomSpot = true;}; //prevent debug world! _debug = getMarkerpos "respawn_west"; _distance = _debug distance _position; if (_distance < 2000) then {_randomSpot = true;}; _distance = [0,0,0] distance _position; if (_distance < 500) then {_randomSpot = true;}; //_playerObj setPosATL _position; // Came from another server force random spawn if (_lastInstance != dayZ_instance) then {_randomSpot = true;}; } else { _randomSpot = true; }; //diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot)); //set medical values if (count _medical > 0) then { _playerObj setVariable ["USEC_isDead",(_medical select 0),true]; _playerObj setVariable ["NORRN_unconscious",(_medical select 1),true]; _playerObj setVariable ["USEC_infected",(_medical select 2),true]; _playerObj setVariable ["USEC_injured",(_medical select 3),true]; _playerObj setVariable ["USEC_inPain",(_medical select 4),true]; _playerObj setVariable ["USEC_isCardiac",(_medical select 5),true]; _playerObj setVariable ["USEC_lowBlood",(_medical select 6),true]; _playerObj setVariable ["USEC_BloodQty",(_medical select 7),true]; //Add bleeding wounds { _playerObj setVariable ["hit_"+_x,true,true]; } forEach (_medical select 8); //Add fractures _fractures = _medical select 9; _playerObj setVariable ["hit_legs",(_fractures select 0),true]; _playerObj setVariable ["hit_hands",(_fractures select 1),true]; _playerObj setVariable ["unconsciousTime",(_medical select 10),true]; _playerObj setVariable ["messing",if (count _medical >= 14) then {(_medical select 13)} else {[0,0,0]},true]; _playerObj setVariable ["blood_testdone",if (count _medical >= 15) then {(_medical select 14)} else {false},true]; if (count _medical >= 12) then { _playerObj setVariable ["blood_type",(_medical select 11),true]; _playerObj setVariable ["rh_factor",(_medical select 12),true]; diag_log [ "Character data: blood_type,rh_factor,testdone=", _playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable ["blood_testdone", false] ]; } else { _playerObj call player_bloodCalc; diag_log [ "Character upgrade to 1.8.3: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]]; }; } else { //Reset bleeding wounds call fnc_usec_resetWoundPoints; //Reset fractures _playerObj setVariable ["hit_legs",0,true]; _playerObj setVariable ["hit_hands",0,true]; _playerObj setVariable ["USEC_injured",false,true]; _playerObj setVariable ["USEC_inPain",false,true]; _playerObj call player_bloodCalc; // will set blood_type and rh_factor according to real population statitics diag_log [ "New character setup: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]]; _playerObj setVariable ["messing",[0,0,0],true]; _playerObj setVariable ["blood_testdone",false,true]; }; if (count _stats > 0) then { //register stats _playerObj setVariable ["zombieKills",(_stats select 0),true]; _playerObj setVariable ["headShots",(_stats select 1),true]; _playerObj setVariable ["humanKills",(_stats select 2),true]; _playerObj setVariable ["banditKills",(_stats select 3),true]; //ConfirmedKills _playerObj setVariable ["ConfirmedHumanKills",(_stats select 2),true]; _playerObj setVariable ["ConfirmedBanditKills",(_stats select 3),true]; _playerObj addScore (_stats select 1); //Save Score _score = score _playerObj; _playerObj addScore ((_stats select 0) - _score); //record for Server JIP checks _playerObj setVariable ["zombieKills_CHK",(_stats select 0)]; _playerObj setVariable ["headShots_CHK",(_stats select 1)]; if (count _stats > 4) then { if !(_stats select 3) then {_playerObj setVariable ["selectSex",true,true];}; } else { _playerObj setVariable ["selectSex",true,true]; }; } else { //register stats _playerObj setVariable ["zombieKills",0,true]; _playerObj setVariable ["humanKills",0,true]; _playerObj setVariable ["banditKills",0,true]; _playerObj setVariable ["headShots",0,true]; //ConfirmedKills _playerObj setVariable ["ConfirmedHumanKills",0,true]; _playerObj setVariable ["ConfirmedBanditKills",0,true]; //record for Server JIP checks _playerObj setVariable ["zombieKills_CHK",0]; _playerObj setVariable ["headShots_CHK",0]; }; if (_randomSpot) then { private ["_counter","_position","_isNear","_isZero","_mkr"]; if (!isDedicated) then {endLoadingScreen;}; _IslandMap = if (toLower worldName in ["caribou","cmr_ovaron","dingor","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tavi","trinity","utes"]) then {true} else {false}; //spawn into random _findSpot = true; _mkr = []; _position = [0,0,0]; for [{_j=0},{_j<=100 && _findSpot},{_j=_j+1}] do { if (_spawnSelection == 9) then { // random spawn location selected, lets get the marker and spawn in somewhere if (dayz_spawnselection == 1) then {_mkr = getMarkerPos ("spawn" + str(floor(random 6)));} else {_mkr = getMarkerPos ("spawn" + str(floor(random actualSpawnMarkerCount)));}; } else { // spawn is not random, lets spawn in our location that was selected _mkr = getMarkerPos ("spawn" + str(_spawnSelection)); }; _position = ([_mkr,0,spawnArea,10,0,2,spawnShoremode] call BIS_fnc_findSafePos); if ((count _position >= 2) // !bad returned position && {(_position distance _mkr < spawnArea)}) then { // !ouside the disk _position set [2, 0]; if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet && {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies _pos = +(_position); _isIsland = false; //Can be set to true during the Check // we check over a 809-meter cross line, with an effective interlaced step of 5 meters for [{_w = 0}, {_w != 809}, {_w = ((_w + 17) % 811)}] do { //if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; }; _pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)]; if ((surfaceisWater _pos) && !_IslandMap) exitWith {_isIsland = true;}; }; if (!_isIsland) then {_findSpot = false}; }; }; //diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot]; }; if (_findSpot && !_IslandMap) exitWith { diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr]; }; _worldspace = [0,_position]; }; //record player pos locally for server checking _playerObj setVariable ["characterID",_characterID,true]; _playerObj setVariable ["humanity",_humanity,true]; _playerObj setVariable ["humanity_CHK",_humanity]; _playerObj setVariable ["lastPos",getPosATL _playerObj]; if (!isNil "faco_hook_playerSetup") then { [_worldspace,_state,_playerObj,_characterID] call faco_hook_playerSetup; _playerObj call faco_sendSecret; }; PVCDZ_plr_Login2 = [_worldspace,_state,_Achievements]; _clientID = owner _playerObj; _clientID publicVariableClient "PVCDZ_plr_Login2"; _clientID publicVariableClient "PVCDZ_plr_plantSpawner"; //record time started _playerObj setVariable ["lastTime",time]; diag_log format["LOGIN PUBLISHING: UID#%1 CID#%2 %3 as %4 should spawn at %5",getPlayerUID _playerObj,_characterID,_playerObj call fa_plr2str,typeOf _playerObj,(_worldspace select 1) call fa_coor2str]; PVDZ_plr_Login1 = null; PVDZ_plr_Login2 = null;