mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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This causes problems with maintaining since the unlocked lockables won't inherit any damage so they won't be maintained unless it's force maintained
147 lines
5.7 KiB
Plaintext
147 lines
5.7 KiB
Plaintext
private ["_backpacks","_charID","_clientID","_dir","_holder","_lockCode","_lockedClass","_magazines","_name","_obj","_objectID","_objectUID","_ownerID","_packedClass","_player","_playerUID","_pos","_status","_statusText","_type","_unlockedClass","_vector","_weapons","_message","_suppliedCode","_damage"];
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_player = _this select 0;
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_obj = _this select 1;
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_status = _this select 2;
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_name = ["Dead Player",name _player] select (alive _player);
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_type = typeOf _obj;
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_pos = _obj getVariable ["OEMPos",getPosATL _obj];
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_dir = direction _obj;
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_vector = [vectorDir _obj, vectorUp _obj];
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_charID = _obj getVariable ["CharacterID","0"];
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_ownerID = _obj getVariable ["ownerPUID","0"];
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_lockCode = _charID;
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if (count _this > 3) then {
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_suppliedCode = _this select 3;
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if (_status != 3 && {_status != 6}) then {_lockCode = _suppliedCode;};
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};
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// Player may have disconnected or died before message send. Attempt lock/unlock/pack/save procedure anyway
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if (isNull _player) then {diag_log "ERROR: server_handleSafeGear called with Null player object";};
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_clientID = owner _player;
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_playerUID = getPlayerUID _player;
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_statusText = call {
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if (_status == 0) exitwith {"UNLOCKED"}; // unlock safe/lockbox
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if (_status == 1) exitwith {"LOCKED"}; // lock safe/lockbox
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if (_status == 5) exitwith {"UNLOCKED"}; // unlock door
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if (_status == 4) exitwith {"LOCKED"}; // lock door
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if (_status == 3) exitwith {"FAILED unlocking"}; // failed unlock safe/lockbox
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if (_status == 6) exitwith {"FAILED unlocking"}; // failed unlocking door
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if (_status == 2) exitwith {"PACKED"}; // pack safe/lockbox
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};
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if (isNull _obj) exitWith {
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diag_log format["ERROR: server_handleSafeGear called with Null object by %1 (%2). %3 attempt failed.",_name,_playerUID,_statusText];
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if (_status < 3) then {
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dze_waiting = "fail";
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_clientID publicVariableClient "dze_waiting";
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};
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};
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call {
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if (_status == 0) exitwith { //Unlocking
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_unlockedClass = getText (configFile >> "CfgVehicles" >> _type >> "unlockedClass");
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_weapons = _obj getVariable ["WeaponCargo",[]];
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_magazines = _obj getVariable ["MagazineCargo",[]];
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_backpacks = _obj getVariable ["BackpackCargo",[]];
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_damage = damage _obj;
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// Create new unlocked safe, then delete old locked safe
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_holder = _unlockedClass createVehicle [0,0,0];
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_holder setDir _dir;
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_holder setVariable ["memDir",_dir,true];
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_holder setVectorDirAndUp _vector;
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_holder setPosATL _pos;
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_holder setVariable ["CharacterID",_charID,true];
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_holder setVariable ["ObjectID",_objectID,true];
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_holder setVariable ["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos",_pos,true];
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_holder setDamage _damage;
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if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];};
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deleteVehicle _obj;
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[_weapons,_magazines,_backpacks,_holder] call fn_addCargo;
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};
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if (_status == 1) exitwith { //Locking
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_lockedClass = getText (configFile >> "CfgVehicles" >> _type >> "lockedClass");
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// Save to database (also happens if a player is within 10m in server_playerSync and server_onPlayerDisconnect)
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[_obj,"gear"] call server_updateObject;
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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_damage = damage _obj;
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// Create new locked safe, then delete old unlocked safe
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_holder = _lockedClass createVehicle [0,0,0];
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_holder setDir _dir;
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_holder setVariable ["memDir",_dir,true];
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_holder setVectorDirAndUp _vector;
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_holder setPosATL _pos;
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_holder setVariable ["CharacterID",_charID,true];
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_holder setVariable ["ObjectID",_objectID,true];
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_holder setVariable ["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos",_pos,true];
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_holder setDamage _damage;
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if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];};
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deleteVehicle _obj;
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// Local setVariable gear onto new locked safe for easy access on next unlock
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// Do not send big arrays over network! Only server needs these
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_holder setVariable ["WeaponCargo",_weapons,false];
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_holder setVariable ["MagazineCargo",_magazines,false];
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_holder setVariable ["BackpackCargo",_backpacks,false];
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};
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if (_status == 2) exitwith { //Packing
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_packedClass = getText (configFile >> "CfgVehicles" >> _type >> "packedClass");
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if (_packedClass == "") exitWith {diag_log format["Server_HandleSafeGear Error: invalid object type: %1",_type];};
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_weapons = getWeaponCargo _obj;
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_magazines = getMagazineCargo _obj;
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_backpacks = getBackpackCargo _obj;
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_holder = _packedClass createVehicle [0,0,0];
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deleteVehicle _obj;
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_holder setDir _dir;
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_holder setPosATL _pos;
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_holder addMagazineCargoGlobal [getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem"),1];
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[_weapons,_magazines,_backpacks,_holder] call fn_addCargo;
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// Delete safe from database
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[_objectID,_objectUID,_obj] call server_deleteObjDirect;
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};
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};
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if (_status < 4) then {
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_type = call {
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if (_type == "VaultStorageLocked" || {_type == "VaultStorage"}) exitwith {
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"Safe"
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};
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if (_type == "LockboxStorage") exitwith {
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"LockBox"
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};
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if (_type == "LockboxStorageLocked") exitwith {
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_lockCode = _charID call fnc_lockCode;
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if (_status == 3) then {_suppliedCode = _suppliedCode call fnc_lockCode;};
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"LockBox"
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};
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};
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};
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if (_statusText == "FAILED unlocking") then {
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_message = format["%1 (%2) %3 %4 with code: %5 (actual: %8) @%6 %7",_name,_playerUID,_statusText,_type,_suppliedCode,mapGridPosition _pos,_pos,_lockCode];
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} else {
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_message = format["%1 (%2) %3 %4 with code: %5 @%6 %7",_name,_playerUID,_statusText,_type,_lockCode,mapGridPosition _pos,_pos];
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};
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diag_log _message;
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if (_status < 3) then {
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dze_waiting = "success";
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_clientID publicVariableClient "dze_waiting";
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};
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