mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-15 13:26:39 +03:00
+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2 + [FIXED] Moved vehicle event handler to server side with a call to all connected clients. Before it was just set on only the owner and the server. This should fix issues with damage/repair handling of just purchased vehicles. + [FIXED] Fixed case sensitivity in building loot generation. This was only a problem on new maps that share the same buildings as others yet have differing case in the classnames. + [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ, CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ, WoodShack_DZ, StorageShed_DZ. + [ADDED] New crafting items: ItemCanvas, PartWoodLumber, PartWoodPlywood, ItemCorrugated, ItemPole + [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on helicopters or fuel trucks. + [ADDED] All DayZ specific magazine items now only take one slot, this also makes it easier to become over burdened so be careful about blacking out. + [ADDED] More building loot spawn positions for Namalsk. + [FIXED] When packing tent get classname of new weapon_holder from config. + [CHANGED] Totally reworked player building system. Preview and placement accuracy has been significantly improved. Building now requires X number of stages to complete. Players cannot build while in combat. + [CHANGED] Added required tools array and is nearby checking for fire, etc. Also, each item can now have 5 separate crafting options. + [CHANGED] Reworked refuel and siphon code to support more can types. + [CHANGED] Removed all infinite fueling sources and added (KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of the fuel trucks to remove auto refuel and increase siphon-able fuel capacity to 10000. Old style refuel can still be used if the variable dayz_oldrefuel = true is set in the missions init.sqf. + [CHANGED] Remove object code now uses config variables instead of hard coded into sqf (default: constructioncount = 5) + [CHANGED] Moved most arrays for revealing objects, allowed objects, update objects, disallowed combat roll to arrays within variables.sqf. So that these arrays are unified and easier to change. + [CHANGED] New vehicle spawns now have a new fuel system using a random percent between min and max variables. Defaults: (DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 100;) + [CHANGED] New vehicle spawns now damage all parts and without a limiter on fuel and engine parts, this could cause a vehicle to be very close to blowing up. + [CHANGED] Disabled simulation server side of all road debris and crashes.
466 lines
15 KiB
Plaintext
466 lines
15 KiB
Plaintext
waituntil {!isnil "bis_fnc_init"};
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BIS_MPF_remoteExecutionServer = {
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if ((_this select 1) select 2 == "JIPrequest") then {
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[nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
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};
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};
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BIS_Effects_Burn = {};
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server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
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server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
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server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
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server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
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server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
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server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf"; //Creates the object in DB
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server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf"; //Removes the object from the DB
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server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; // Custom to add vehicles
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server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; // Custom to add vehicles
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server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
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server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
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server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
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zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
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server_updateNearbyObjects = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateNearbyObjects.sqf";
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server_spawnCrashSite = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
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server_handleZedSpawn = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleZedSpawn.sqf";
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fnc_plyrHit = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
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server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
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vehicle_handleInteract = {
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private["_object"];
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_object = _this select 0;
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needUpdate_objects = needUpdate_objects - [_object];
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[_object, "all"] call server_updateObject;
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};
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vehicle_handleServerKilled = {
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private["_unit","_killer"];
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_unit = _this select 0;
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_killer = _this select 1;
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[_unit, "killed"] call server_updateObject;
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_unit removeAllMPEventHandlers "MPKilled";
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_unit removeAllEventHandlers "Killed";
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_unit removeAllEventHandlers "HandleDamage";
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_unit removeAllEventHandlers "GetIn";
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_unit removeAllEventHandlers "GetOut";
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};
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check_publishobject = {
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private["_allowed","_object","_playername","_allowedObjects"];
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_object = _this select 0;
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_playername = _this select 1;
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_allowed = false;
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diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
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if ((typeOf _object) in dayz_allowedObjects) then {
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diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
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_allowed = true;
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};
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_allowed
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};
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//event Handlers
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eh_localCleanup = {
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private ["_object"];
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_object = _this select 0;
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_object addEventHandler ["local", {
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if(_this select 1) then {
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private["_type","_unit"];
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_unit = _this select 0;
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_type = typeOf _unit;
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_myGroupUnit = group _unit;
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_unit removeAllMPEventHandlers "mpkilled";
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_unit removeAllMPEventHandlers "mphit";
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_unit removeAllMPEventHandlers "mprespawn";
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_unit removeAllEventHandlers "FiredNear";
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_unit removeAllEventHandlers "HandleDamage";
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_unit removeAllEventHandlers "Killed";
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_unit removeAllEventHandlers "Fired";
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_unit removeAllEventHandlers "GetOut";
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_unit removeAllEventHandlers "GetIn";
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_unit removeAllEventHandlers "Local";
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clearVehicleInit _unit;
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deleteVehicle _unit;
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deleteGroup _myGroupUnit;
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_unit = nil;
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diag_log ("CLEANUP: DELETED A " + str(_type) );
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};
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}];
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};
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server_hiveWrite = {
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private["_data"];
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//diag_log ("ATTEMPT WRITE: " + _this);
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_data = "HiveExt" callExtension _this;
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//diag_log ("WRITE: " +str(_data));
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};
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server_hiveReadWrite = {
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private["_key","_resultArray","_data"];
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_key = _this;
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//diag_log ("ATTEMPT READ/WRITE: " + _key);
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_data = "HiveExt" callExtension _key;
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//diag_log ("READ/WRITE: " +str(_data));
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_resultArray = call compile format ["%1",_data];
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_resultArray
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};
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server_characterSync = {
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private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
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_characterID = _this select 0;
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_playerPos = _this select 1;
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_playerGear = _this select 2;
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_playerBackp = _this select 3;
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_medical = _this select 4;
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_currentState = _this select 5;
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_currentModel = _this select 6;
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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_key call server_hiveWrite;
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};
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//onPlayerConnected "[_uid,_name] spawn server_onPlayerConnect;";
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onPlayerDisconnected "[_uid,_name] call server_onPlayerDisconnect;";
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// Setup globals allow overwrite from init.sqf
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if(isnil "dayz_MapArea") then {
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dayz_MapArea = 10000;
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};
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if(isnil "DynamicVehicleArea") then {
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DynamicVehicleArea = dayz_MapArea / 2;
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};
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// Get all buildings and roads only once TODO: set variables to nil after done if nessicary
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MarkerPosition = getMarkerPos "center";
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RoadList = MarkerPosition nearRoads DynamicVehicleArea;
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BuildingList = MarkerPosition nearObjects ["House",DynamicVehicleArea];
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spawn_vehicles = {
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private["_weights","_isOverLimit","_isAbort","_counter","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition"];
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if (isDedicated) then {
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waituntil {!isnil "fnc_buildWeightedArray"};
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_isOverLimit = true;
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_isAbort = false;
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_counter = 0;
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while {_isOverLimit} do {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_index = AllowedVehiclesList call BIS_fnc_selectRandom;
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_vehicle = _index select 0;
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_velimit = _index select 1;
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_qty = {_x == _vehicle} count serverVehicleCounter;
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// If under limit allow to proceed
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if(_qty <= _velimit) then {
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_isOverLimit = false;
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};
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// counter to stop after 5 attempts
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_counter = _counter + 1;
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if(_counter >= 5) then {
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_isOverLimit = false;
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_isAbort = true;
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};
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};
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if (_isAbort) then {
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diag_log("DEBUG: unable to find sutable vehicle to spawn");
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} else {
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// add vehicle to counter for next pass
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serverVehicleCounter set [count serverVehicleCounter,_vehicle];
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// Find Vehicle Type to better control spawns
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_isAir = _vehicle isKindOf "Air";
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_isShip = _vehicle isKindOf "Ship";
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if(_isShip || _isAir) then {
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if(_isShip) then {
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// Spawn anywhere on coast on water
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning boat near coast " + str(_position));
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} else {
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// Spawn air anywhere that is flat
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
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};
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} else {
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// Spawn around buildings and 50% near roads
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if((random 1) > 0.5) then {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = RoadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil{!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning near road " + str(_position));
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} else {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = BuildingList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil{!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
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//diag_log("DEBUG: spawning around buildings " + str(_position));
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};
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};
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// only proceed if two params otherwise BIS_fnc_findSafePos failed and may spawn in air
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if ((count _position) == 2) then {
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_dir = round(random 180);
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_istoomany = _position nearObjects ["AllVehicles",50];
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if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
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//place vehicle
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_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
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_veh setdir _dir;
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_veh setpos _position;
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if(DZEdebug) then {
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_marker = createMarker [str(_position) , _position];
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_marker setMarkerShape "ICON";
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_marker setMarkerType "DOT";
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_marker setMarkerText _vehicle;
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};
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// Get position with ground
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_objPosition = getPosATL _veh;
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clearWeaponCargoGlobal _veh;
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clearMagazineCargoGlobal _veh;
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// Add 0-3 loots to vehicle using random cfgloots
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_num = floor(random 4);
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_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
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diag_log("DEBUG: spawing loot inside vehicle " + str(_allCfgLoots));
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for "_x" from 1 to _num do {
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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_itemTypes = [] + ((getArray (configFile >> "cfgLoot" >> _iClass)) select 0);
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_index = dayz_CLBase find _iClass;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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_veh addMagazineCargoGlobal [_itemType,1];
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diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
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};
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[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
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};
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};
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};
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};
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spawn_roadblocks = {
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private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_isRoad","_roadlist","_istoomany"];
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_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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if (isDedicated) then {
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_position = RoadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil{!isNil "BIS_fnc_findSafePos"};
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_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
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if ((count _position) == 2) then {
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// Get position with ground
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_istoomany = _position nearObjects ["All",5];
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if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
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if(DZEdebug) then {
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_marker = createMarker [str(_position) , _position];
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_marker setMarkerShape "ICON";
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_marker setMarkerType "DOT";
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};
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_spawnveh = _WreckList call BIS_fnc_selectRandom;
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_spawnloot = "DynamicDebris";
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if((_spawnveh == "HMMWVWreck") or (_spawnveh == "UralWreck") or (_spawnveh == "UAZWreck")) then {
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_spawnloot = "DynamicDebrisMilitary";
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};
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diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
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_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
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_veh enableSimulation false;
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// Randomize placement a bit
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_veh setDir round(random 360);
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_veh setpos _position;
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
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_veh setVariable ["ObjectID",1,true];
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_num = round(random 3);
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_config = configFile >> "CfgBuildingLoot" >> _spawnloot;
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_itemType = [] + getArray (_config >> "itemType");
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_itemChance = [] + getArray (_config >> "itemChance");
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waituntil {!isnil "fnc_buildWeightedArray"};
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_weights = [];
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_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
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for "_x" from 1 to _num do {
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//create loot
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_index = _weights call BIS_fnc_selectRandom;
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sleep 1;
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if (count _itemType > _index) then {
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_iArray = _itemType select _index;
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_iArray set [2,_position];
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_iArray set [3,5];
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_iArray call spawn_loot;
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_nearby = _position nearObjects ["WeaponHolder",20];
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{
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_x setVariable ["permaLoot",true];
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} forEach _nearBy;
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};
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};
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};
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};
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};
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if(isnil "DynamicVehicleDamageLow") then {
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DynamicVehicleDamageLow = 0;
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};
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if(isnil "DynamicVehicleDamageHigh") then {
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DynamicVehicleDamageHigh = 100;
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};
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if(isnil "DynamicVehicleFuelLow") then {
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DynamicVehicleFuelLow = 0;
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};
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if(isnil "DynamicVehicleFuelHigh") then {
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DynamicVehicleFuelHigh = 100;
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};
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// Damage generator function
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generate_new_damage = {
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private ["_damage"];
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_damage = (random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow)+DynamicVehicleDamageLow) / 100;
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_damage;
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};
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// Damage generator fuction
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generate_exp_damage = {
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private ["_damage"];
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_damage = (random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow)+DynamicVehicleDamageLow) / 100;
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// limit this to 85% since vehicle would blow up otherwise.
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//if(_damage >= 0.85) then {
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// _damage = 0.85;
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//};
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_damage;
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};
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server_getDiff = {
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private["_variable","_object","_vNew","_vOld","_result"];
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_variable = _this select 0;
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_object = _this select 1;
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_vNew = _object getVariable[_variable,0];
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_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
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_result = 0;
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if (_vNew < _vOld) then {
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//JIP issues
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_vNew = _vNew + _vOld;
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_object getVariable[(_variable + "_CHK"),_vNew];
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} else {
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_result = _vNew - _vOld;
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_object setVariable[(_variable + "_CHK"),_vNew];
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};
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_result
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};
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server_getDiff2 = {
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private["_variable","_object","_vNew","_vOld","_result"];
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_variable = _this select 0;
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_object = _this select 1;
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_vNew = _object getVariable[_variable,0];
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_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
|
|
_result = _vNew - _vOld;
|
|
_object setVariable[(_variable + "_CHK"),_vNew];
|
|
_result
|
|
};
|
|
|
|
dayz_objectUID = {
|
|
private["_position","_dir","_key","_object"];
|
|
_object = _this;
|
|
_position = getPosATL _object;
|
|
_dir = direction _object;
|
|
_key = [_dir,_position] call dayz_objectUID2;
|
|
_key
|
|
};
|
|
|
|
dayz_objectUID2 = {
|
|
private["_position","_dir","_key"];
|
|
_dir = _this select 0;
|
|
_key = "";
|
|
_position = _this select 1;
|
|
{
|
|
_x = _x * 10;
|
|
if ( _x < 0 ) then { _x = _x * -10 };
|
|
_key = _key + str(round(_x));
|
|
} forEach _position;
|
|
_key = _key + str(round(_dir));
|
|
_key
|
|
};
|
|
|
|
dayz_objectUID3 = {
|
|
private["_position","_dir","_key"];
|
|
_dir = _this select 0;
|
|
_key = "";
|
|
_position = _this select 1;
|
|
{
|
|
_x = _x * 10;
|
|
if ( _x < 0 ) then { _x = _x * -10 };
|
|
_key = _key + str(round(_x));
|
|
} forEach _position;
|
|
_key = _key + str(round(_dir + time));
|
|
_key
|
|
};
|
|
|
|
dayz_recordLogin = {
|
|
private["_key"];
|
|
_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
|
|
_key call server_hiveWrite;
|
|
};
|