Files
DayZ-Epoch/SQF/dayz_server/compile/server_onPlayerDisconnect.sqf
ebaydayz b45d6d9a24 Color new killfeed death messages
The player who died is colored red and the killer is colored green. The
weapon now points in the direction of the player who died.

Also reverted 66fd5be since it did not help. It is already done globally
in player_death.sqf anyway. I tested again and this actually fixes the
problem.
2016-09-29 20:26:26 -04:00

91 lines
3.4 KiB
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/*
WARNING: The player object is deleted by Arma shortly after onPlayerDisconnected fires
because DayZ uses disabledAI=true:
https://community.bistudio.com/wiki/Description.ext#disabledAI
References to the player object after that point will return objNull, so this function
and server_playerSync must be fast or the player will not save.
*/
private ["_playerObj","_playerUID","_playerPos","_playerName"];
_playerUID = _this select 0;
_playerName = _this select 1;
_playerObj = nil;
//Lets search all playerable units looking for the objects that matches our playerUID
{
if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
} count playableUnits;
//If for some reason the playerOBj does not exist lets exit the disconnect system.
if (isNil "_playerObj") exitWith {
diag_log format["%1: nil player object, _this:%2", __FILE__, _this];
};
//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
//If the the playerObj exists lets run all sync systems
_characterID = _playerObj getVariable["characterID", "?"];
_inCombat = _playerObj getVariable ["inCombat",0];
_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
//Login processing do not sync
if (_playerUID in dayz_ghostPlayers) exitwith {
diag_log format["ERROR: Cannot Sync Character [%1,%2] Still processing login",_playerName,_playerUID];
//Lets remove the object.
if (!isNull _playerObj) then {
deleteGroup (group _playerObj);
};
};
//Make sure we know the ID of the object before we try and sync any info to the DB
if (_characterID != "?") exitwith {
//If the player has sepsis before logging off lets give them infected status.
if (_Sepsis) then {
_playerObj setVariable["USEC_infected",true,true];
};
//if player object is alive lets sync the player and remove the body and if ghosting is active add the player id to the array
if (alive _playerObj) then {
// High priority. Sync must finish fast before player object isNull
[_playerObj,nil,true,[],_inCombat] call server_playerSync;
/*
Low priority code below this point where
_playerObj is no longer needed and may be Null.
*/
//Punish combat log
if (_inCombat > 0 && _playerPos distance (getMarkerPos "respawn_west") > 1500) then {
// Moved setVariables to server_playerSync since they are high priority
// Messages are low priority. Player object not needed
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
[nil, nil, rTitleText, format["PLAYER COMBAT LOGGED: %1",_playerName], "PLAIN"] call RE; // Message whole server
};
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
} else {
//Done in server_playerSync above if player is alive
{[_x,"gear"] call server_updateObject} count (nearestObjects [_playerPos,DayZ_GearedObjects,10]);
};
[_playerUID,_characterID,2,_playerName] call dayz_recordLogin;
};
if (isNull _playerObj) then { diag_log("Player Object does not esist"); };
//Lets remove the object.
if (!isNull _playerObj) then {
deleteGroup (group _playerObj);
};