Files
DayZ-Epoch/SQF/dayz_code/compile/player_packTent.sqf
ebayShopper 42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00

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/*
[_obj] call player_packTent;
*/
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_alreadyPacking","_backpacks","_bag","_campItems","_countr","_dir","_holder","_magazines","_obj","_objWpnQty","_objWpnTypes","_objectID","_objectUID","_ownerID","_packobj","_playerNear","_pos","_weapons","_finished"];
_obj = _this;
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
if (DZE_permanentPlot) then {
_ownerID = _obj getVariable["ownerPUID","0"];
};
// Make sure no other players are nearby
_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase",10]) > 1;
if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
_packobj = getText (configFile >> "CfgVehicles" >> typeOf _obj >> "pack");
player removeAction s_player_packtent;
s_player_packtent = -1;
player removeAction s_player_packtentinfected;
s_player_packtentinfected = -1;
_campItems = ["IC_DomeTent","IC_Tent"];
if (_ownerID in [dayz_characterID,dayz_playerUID] or typeOf _obj in _campItems) then {
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {localize "str_player_beingpacked" call dayz_rollingMessages;};
_obj setVariable["packing",1,true];
_dir = direction _obj;
_pos = getPosATL _obj;
[player,"tentpack",0,false,20] call dayz_zombieSpeak;
[player,20,true,getPosATL player] call player_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
if (isNull _obj) exitWith {};
if (!_finished) exitWith {_obj setVariable["packing",0,true];};
//place tent (local)
_bag = createVehicle [_packobj, _pos, [], 0, "CAN_COLLIDE"];
_bag setDir _dir;
player reveal _bag;
_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
PVDZ_obj_Destroy = [_objectID,_objectUID,player,_obj,dayz_authKey];
publicVariableServer "PVDZ_obj_Destroy";
//deleteVehicle _obj;
//Add weapons
_objWpnTypes = _weapons select 0;
_objWpnQty = _weapons select 1;
_countr = 0;
{
_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
//Add Backpacks
_objWpnTypes = _backpacks select 0;
_objWpnQty = _backpacks select 1;
_countr = 0;
{
_holder addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
localize "str_success_tent_pack" call dayz_rollingMessages;
} else {
localize "str_fail_tent_pack" call dayz_rollingMessages;
};
dayz_actionInProgress = false;