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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 17:20:26 +03:00
It makes no sense to rename the identical DayZ PVs to have an E in their name. I don't see any good reason it was done in the first place. All it accomplishes is breaking script compatibility between the two mods and requiring different publicvariable.txt filters. The only time it makes sense is for custom Epoch variables that aren't used in vanilla. All admins have to do to update custom scripts is swap the names according to the change log. Note I've submitted a pull request to replace PVDZ_veh_Save with PVDZ_obj_Save in official too because they are duplicates.
106 lines
3.8 KiB
Plaintext
106 lines
3.8 KiB
Plaintext
private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_banditKills","_fractures","_wpnType","_ismelee"];
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//_playerUID = _this select 0;
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_charID = _this select 1;
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_model = _this select 2;
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_old = player;
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player allowDamage false;
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player removeEventHandler ["FiredNear",eh_player_killed];
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player removeEventHandler ["HandleDamage",mydamage_eh1];
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player removeEventHandler ["Killed",mydamage_eh3];
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player removeEventHandler ["Fired",mydamage_eh2];
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_updates = player getVariable["updatePlayer",[false,false,false,false,false]];
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_updates set [0,true];
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player setVariable["updatePlayer",_updates,true];
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dayz_unsaved = true;
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//Logout
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_humanity = player getVariable["humanity",0];
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_medical = player call player_sumMedical;
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_worldspace = [round(direction player),getPosATL player];
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_zombieKills = player getVariable ["zombieKills",0];
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_headShots = player getVariable ["headShots",0];
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_humanKills = player getVariable ["humanKills",0];
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_banditKills = player getVariable ["banditKills",0];
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_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
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//Switch
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_switch = _model spawn player_switchModel;
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waitUntil { scriptDone _switch };
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//Login
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//set medical values
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if (count _medical > 0) then {
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player setVariable["USEC_isDead",(_medical select 0),true];
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player setVariable["NORRN_unconscious", (_medical select 1), true];
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player setVariable["USEC_infected",(_medical select 2),true];
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player setVariable["USEC_injured",(_medical select 3),true];
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player setVariable["USEC_inPain",(_medical select 4),true];
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player setVariable["USEC_isCardiac",(_medical select 5),true];
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player setVariable["USEC_lowBlood",(_medical select 6),true];
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player setVariable["USEC_BloodQty",(_medical select 7),true];
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player setVariable["unconsciousTime",(_medical select 10),true];
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player setVariable["blood_type",(_medical select 11),true];
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player setVariable["rh_factor",(_medical select 12),true];
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player setVariable["messing",(_medical select 13),true];
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player setVariable["blood_testdone",(_medical select 14),true];
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//Add Wounds
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{
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//diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)];
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player setVariable["hit_"+_x,true,true];
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PVDZ_hlt_Bleed = [player, _x, 1];
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publicVariable "PVDZ_hlt_Bleed";
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} forEach (_medical select 8);
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//Add fractures
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_fractures = (_medical select 9);
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// player setVariable ["hit_legs",(_fractures select 0),true];
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// player setVariable ["hit_hands",(_fractures select 1),true];
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[player,"legs", (_fractures select 0)] call object_setHit;
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[player,"hands", (_fractures select 1)] call object_setHit;
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} else {
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//Reset Fractures
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player setVariable ["hit_legs",0,true];
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player setVariable ["hit_hands",0,true];
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player setVariable ["USEC_injured",false,true];
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player setVariable ["USEC_inPain",false,true];
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};
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//General Stats
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player setVariable["humanity",_humanity,true];
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player setVariable["zombieKills",_zombieKills,true];
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player setVariable["headShots",_headShots,true];
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player setVariable["humanKills",_humanKills,true];
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player setVariable["banditKills",_banditKills,true];
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player setVariable["characterID",_charID,true];
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player setVariable["worldspace",_worldspace];
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player setVariable["Achievements",_achievements];
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player setVariable["CharacterID",_charID,true];
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player setVariable["worldspace",_worldspace,true];
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player setVariable["friendlies",_friendlies,true];
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player setVariable["tagList",_tagList,true];
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PVDZ_serverStoreVar = [player,"Achievements",_achievements];
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publicVariableServer "PVDZ_serverStoreVar";
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call dayz_resetSelfActions;
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eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;} ];
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[player] call fnc_usec_damageHandle;
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player allowDamage true;
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player addWeapon "Loot";
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uiSleep 0.1;
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//melee check
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call dayz_meleeMagazineCheck;
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uiSleep 0.1;
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if !(isNull _old) then {deleteVehicle _old;}; |