Files
DayZ-Epoch/SQF/dayz_code/compile/player_humanityMorph.sqf
ebayShopper f74e065de1 Remove redundant setVariable in humanityMorph
Setvariables made redundant by 9cc3c82

Also changed removeEventHandler to remove all, so if switchModel exits
at one of the exitWiths the player will not be left invincible.
2017-10-29 15:39:05 -04:00

120 lines
5.2 KiB
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private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_wpnType","_ismelee","_survivalTime","_coins","_bankCoins","_globalCoins"];
//_playerUID = _this select 0;
_charID = _this select 1;
_model = _this select 2;
_old = player;
_old removeAllEventHandlers "FiredNear";
_old removeAllEventHandlers "HandleDamage";
_old removeAllEventHandlers "Killed";
_old removeAllEventHandlers "Fired";
_old allowDamage false;
_old AddEventHandler ["HandleDamage", {False}];
_updates = player getVariable ["updatePlayer",[false,false,false,false,false]];
_updates set [0,true];
player setVariable ["updatePlayer",_updates,true];
dayz_unsaved = true;
//Logout
_humanity = player getVariable ["humanity",0];
_medical = player call player_sumMedical;
_worldspace = [round(direction player),getPosATL player];
_zombieKills = player getVariable ["zombieKills",0];
_headShots = player getVariable ["headShots",0];
_humanKills = player getVariable ["humanKills",0];
_banditKills = player getVariable ["banditKills",0];
//_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
_combattimeout = player getVariable["combattimeout",0];
_inCombat = player getVariable ["inCombat",false];
_survivalTime = player getVariable ["SurvivalTime",0];
_ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0];
_ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
_friendlies = player getVariable ["friendlies",[]];
_tagSetting = player getVariable ["DZE_display_name",false];
if (Z_SingleCurrency) then {
_coins = player getVariable [Z_moneyVariable,0];
_bankCoins = player getVariable [Z_bankVariable,0];
_globalCoins = player getVariable [Z_globalVariable,0];
};
//Switch
[_model, _charID, _humanity] call player_switchModel; //Already spawned thread, no need to spawn and waitUntil script is done
//Login
//set medical values
if (count _medical > 0) then {
player setVariable ["USEC_isDead",(_medical select 0),true];
player setVariable ["NORRN_unconscious",(_medical select 1), true];
player setVariable ["USEC_infected",(_medical select 2),true];
player setVariable ["USEC_injured",(_medical select 3),true];
player setVariable ["USEC_inPain",(_medical select 4),true];
player setVariable ["USEC_isCardiac",(_medical select 5),true];
player setVariable ["USEC_lowBlood",(_medical select 6),true];
player setVariable ["USEC_BloodQty",(_medical select 7),true];
player setVariable ["unconsciousTime",(_medical select 10),true];
player setVariable ["blood_type",(_medical select 11),true];
player setVariable ["rh_factor",(_medical select 12),true];
player setVariable ["messing",(_medical select 13),true];
player setVariable ["blood_testdone",(_medical select 14),true];
//Add Wounds
{
//diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)];
player setVariable ["hit_"+_x,true,true];
PVDZ_hlt_Bleed = [player, _x, 1];
publicVariable "PVDZ_hlt_Bleed";
} forEach (_medical select 8);
//Add fractures
_fractures = _medical select 9;
// player setVariable ["hit_legs",(_fractures select 0),true];
// player setVariable ["hit_hands",(_fractures select 1),true];
[player,"legs",(_fractures select 0)] call object_setHit;
[player,"hands",(_fractures select 1)] call object_setHit;
} else {
//Reset Fractures
player setVariable ["hit_legs",0,true];
player setVariable ["hit_hands",0,true];
player setVariable ["USEC_injured",false,true];
player setVariable ["USEC_inPain",false,true];
};
//General Stats
//player setVariable ["humanity",_humanity,true]; //Moved to player_switchModel
player setVariable ["zombieKills",_zombieKills,true];
player setVariable ["headShots",_headShots,true];
player setVariable ["humanKills",_humanKills,true];
player setVariable ["banditKills",_banditKills,true];
//player setVariable ["characterID",_charID,true]; //Moved to player_switchModel
player setVariable ["worldspace",_worldspace];
//player setVariable ["Achievements",_achievements];
player setVariable ["combattimeout",_combattimeout,false];
player setVariable ["inCombat",_inCombat,true];
player setVariable ["SurvivalTime",_survivalTime,false];
player setVariable ["ConfirmedHumanKills",_ConfirmedHumanKills,true];
player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
player setVariable ["friendlies",_friendlies,true];
player setVariable ["DZE_display_name",_tagSetting,true];
if (Z_SingleCurrency) then {
player setVariable [Z_moneyVariable,_coins,true];
player setVariable [Z_bankVariable,_bankCoins,true];
player setVariable [Z_globalVariable,_globalCoins,true];
};
//PVDZ_serverStoreVar = [player,"Achievements",_achievements];
//publicVariableServer "PVDZ_serverStoreVar";
call dayz_resetSelfActions; //New unit has no self actions yet. Reset variables so actions can be added back.
dayz_actionInProgress = false; //Allow self actions to run now.
player removeAllEventHandlers "HandleDamage";
eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}];
[player] call fnc_usec_damageHandle;
player allowDamage true;
uiSleep 0.1;
if !(isNull _old) then {deleteVehicle _old;};
call player_forceSave;