Files
DayZ-Epoch/SQF/dayz_server/compile/server_handleSafeGear.sqf
ebaydayz 84d549d0a1 Revisions for #1777 (#1778)
* Update z_at_buyItems.sqf

* Update z_at_buyItems.sqf

* Update z_at_canAfford.sqf

* Update z_at_fillBuyableList.sqf

All of this is already checked in z_checkCloseVehicle at startup. If Z_VehicleChanges between the time the menu is started and the buyable list is filled it's not a big deal, since it only affects the highlighted color.

* Update server_handleSafeGear.sqf

* Update snappoints.hpp

* Update z_at_buyItems.sqf
2016-10-25 13:59:56 -04:00

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private ["_backpacks","_charID","_clientID","_dir","_holder","_lockCode","_lockColor","_lockedClass","_magazines","_name","_obj","_objectID","_objectUID","_ownerID","_packedClass","_player","_playerUID","_pos","_status","_statusText","_type","_unlockedClass","_vector","_weapons"];
_player = _this select 0;
_obj = _this select 1;
_status = _this select 2;
_name = if (alive _player) then {name _player} else {"Dead Player"};
_type = typeOf _obj;
_pos = _obj getVariable ["OEMPos",getPosATL _obj];
_dir = direction _obj;
_vector = [vectorDir _obj, vectorUp _obj];
_charID = _obj getVariable ["CharacterID","0"];
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_ownerID = _obj getVariable ["ownerPUID","0"];
_lockCode = "0";
// Player may have disconnected or died before message send. Attempt lock/unlock/pack/save procedure anyway
if (isNull _player) then {diag_log "ERROR: server_handleSafeGear called with Null player object";};
_clientID = owner _player;
_playerUID = getPlayerUID _player;
_statusText = switch (_status) do {
case 0: {"UNLOCKED"};
case 1: {"LOCKED"};
case 2: {"PACKED"};
};
if (isNull _obj) exitWith {
diag_log format["ERROR: server_handleSafeGear called with Null safe object by %1(%2). %3 attempt failed.",_name,_playerUID,_statusText];
dze_waiting = "fail";
_clientID publicVariableClient "dze_waiting";
};
switch (_status) do {
case 0: { //Unlocking
_unlockedClass = getText (configFile >> "CfgVehicles" >> _type >> "unlockedClass");
_weapons = _obj getVariable ["WeaponCargo",[]];
_magazines = _obj getVariable ["MagazineCargo",[]];
_backpacks = _obj getVariable ["BackpackCargo",[]];
// Create new unlocked safe, then delete old locked safe
//_holder = createVehicle [_unlockedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _unlockedClass createVehicle [0,0,0];
_holder setDir _dir;
_holder setVariable ["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
_holder setVariable ["CharacterID",_charID,true];
_holder setVariable ["ObjectID",_objectID,true];
_holder setVariable ["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos",_pos,true];
if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];};
deleteVehicle _obj;
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
};
case 1: { //Locking
_lockedClass = getText (configFile >> "CfgVehicles" >> _type >> "lockedClass");
// Save to database (also happens if a player is within 10m in server_playerSync and server_onPlayerDisconnect)
[_obj,"gear"] call server_updateObject;
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
// Create new locked safe, then delete old unlocked safe
//_holder = createVehicle [_lockedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _lockedClass createVehicle [0,0,0];
_holder setDir _dir;
_holder setVariable ["memDir",_dir,true];
_holder setVectorDirAndUp _vector;
_holder setPosATL _pos;
_holder setVariable ["CharacterID",_charID,true];
_holder setVariable ["ObjectID",_objectID,true];
_holder setVariable ["ObjectUID",_objectUID,true];
_holder setVariable ["OEMPos",_pos,true];
if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];};
deleteVehicle _obj;
// Local setVariable gear onto new locked safe for easy access on next unlock
// Do not send big arrays over network! Only server needs these
_holder setVariable ["WeaponCargo",_weapons,false];
_holder setVariable ["MagazineCargo",_magazines,false];
_holder setVariable ["BackpackCargo",_backpacks,false];
};
case 2: { //Packing
_packedClass = getText (configFile >> "CfgVehicles" >> _type >> "packedClass");
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
//_holder = createVehicle [_packedClass,_pos,[],0,"CAN_COLLIDE"];
_holder = _packedClass createVehicle [0,0,0];
deleteVehicle _obj;
_holder setDir _dir;
_holder setPosATL _pos;
_holder addMagazineCargoGlobal [getText(configFile >> "CfgVehicles" >> _packedClass >> "seedItem"),1];
[_weapons,_magazines,_backpacks,_holder] call server_addCargo;
// Delete safe from database
[_objectID,_objectUID,_player] call server_deleteObj;
};
};
_type = switch _type do {
case "VaultStorage";
case "VaultStorageLocked": {
_lockCode = _charID;
"Safe"
};
case "LockboxStorage";
case "LockboxStorageLocked": {
_lockColor = "";
_lockCode = parseNumber _charID;
_lockCode = _lockCode - 10000;
if (_lockCode <= 99) then { _lockColor = "Red"; };
if (_lockCode >= 100 && _lockCode <= 199) then { _lockColor = "Green"; _lockCode = _lockCode - 100; };
if (_lockCode >= 200) then { _lockColor = "Blue"; _lockCode = _lockCode - 200; };
if (_lockCode <= 9) then { _lockCode = format["0%1", _lockCode]; };
_lockCode = format ["%1%2",_lockColor,_lockCode];
"LockBox"
};
};
diag_log format["%1 (%2) %3 %4 with code: %5 @%6 (%7)",_name,_playerUID,_statusText,_type,_lockCode,mapGridPosition _pos,_pos];
dze_waiting = "success";
_clientID publicVariableClient "dze_waiting";