Files
DayZ-Epoch/SQF/dayz_server/compile/server_playerSetup.sqf
ebaydayz 4bd9a9aa0b Update public variables
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.
2016-03-18 21:39:22 -04:00

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private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC","_namespace"];
//diag_log ("SETUP: attempted with " + str(_this));
_characterID = _this select 0;
_playerObj = _this select 1;
_spawnSelection = _this select 3;
_playerID = [_playerObj] call FNC_GetPlayerUID;
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
if (isNull _playerObj) exitWith {
diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
};
//Add MPHit event handler
// diag_log("Adding MPHit EH for " + str(_playerObj));
//_playerObj addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];
if (_playerID == "") then {
_playerID = [_playerObj] call FNC_GetPlayerUID;
};
if (_playerID == "") exitWith {
diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
};
private["_dummy"];
_dummy = [_playerObj] call FNC_GetPlayerUID;
if ( _playerID != _dummy ) then {
diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
_playerID = _dummy;
};
//Variables
_worldspace = [];
_state = [];
//Do Connection Attempt
_doLoop = 0;
while {_doLoop < 5} do {
_key = format["CHILD:102:%1:",_characterID];
_primary = _key call server_hiveReadWrite;
if (count _primary > 0) then {
if ((_primary select 0) != "ERROR") then {
_doLoop = 9;
};
};
_doLoop = _doLoop + 1;
};
if (isNull _playerObj || !isPlayer _playerObj) exitWith {
diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
};
//Wait for HIVE to be free
//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
_medical = _primary select 1;
_stats = _primary select 2;
_state = _primary select 3;
_statearray = if (count _primary >= 4) then { _primary select 3 } else {[""]};
_worldspace = _primary select 4;
_humanity = _primary select 5;
_lastinstance = _primary select 6;
if (count _statearray == 0) then { _statearray = [""]; };
//diag_log ("StateNew: "+str(_statearray));
if (typeName ((_statearray) select 0) == "STRING") then {
_statearray = [_statearray,[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
};
_state = ((_statearray) select 0);
//diag_log ("State: "+str(_state));
_Achievements = ((_statearray) select 1);
if (count _Achievements == 0) then {
_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
};
//diag_log ("Achievements: "+str(_Achievements));
_worldspace = _primary select 4;
_humanity = _primary select 5;
//Set position
_randomSpot = false;
//diag_log ("WORLDSPACE: " + str(_worldspace));
if (count _worldspace > 0) then {
_position = _worldspace select 1;
if (count _position < 3) then {
//prevent debug world!
_randomSpot = true;
};
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _position;
if (_distance < 2000) then {
_randomSpot = true;
};
_distance = [0,0,0] distance _position;
if (_distance < 500) then {
_randomSpot = true;
};
//_playerObj setPosATL _position;
} else {
_randomSpot = true;
};
//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
//set medical values
if (count _medical > 0) then {
_playerObj setVariable["USEC_isDead",(_medical select 0),true];
_playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
_playerObj setVariable["USEC_infected",(_medical select 2),true];
_playerObj setVariable["USEC_injured",(_medical select 3),true];
_playerObj setVariable["USEC_inPain",(_medical select 4),true];
_playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
_playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
_playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
_playerObj setVariable["unconsciousTime",(_medical select 10),true];
//Add Wounds
{
_playerObj setVariable["hit_"+_x,true, true];
//["usecBleed",[_playerObj,_x,_hit]] call broadcastRpcCallAll;
//usecBleed = [_playerObj,_x,_hit];
//publicVariable "usecBleed";
} count (_medical select 8);
//Add fractures
_fractures = (_medical select 9);
_playerObj setVariable ["hit_legs",(_fractures select 0),true];
_playerObj setVariable ["hit_hands",(_fractures select 1),true];
_playerObj setVariable["messing",if (count _medical >= 14) then {(_medical select 13)} else {[0,0,0]},true];
_playerObj setVariable["blood_testdone",if (count _medical >= 15) then {(_medical select 14)} else {false},true];
if (count _medical >= 12) then {
_playerObj setVariable["blood_type",(_medical select 11),true];
_playerObj setVariable["rh_factor",(_medical select 12),true];
diag_log [ "Character data: blood_type,rh_factor,testdone=",
_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"], _playerObj getVariable["blood_testdone", false]
];
} else {
_playerObj call player_bloodCalc;
diag_log [ "Character upgrade to 1.8.3: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
};
} else {
//Reset bleeding wounds
call fnc_usec_resetWoundPoints;
//Reset Fractures
_playerObj setVariable ["hit_legs",0,true];
_playerObj setVariable ["hit_hands",0,true];
_playerObj setVariable ["USEC_injured",false,true];
_playerObj setVariable ["USEC_inPain",false,true];
_playerObj call player_bloodCalc; // will set blood_type and rh_factor according to real population statitics
diag_log [ "New character setup: blood_type,rh_factor=",_playerObj getVariable ["blood_type", "?"],_playerObj getVariable ["rh_factor", "?"]];
_playerObj setVariable ["messing",[0,0,0],true];
_playerObj setVariable ["blood_testdone",false,true];
};
if (count _stats > 0) then {
//register stats
_playerObj setVariable["zombieKills",(_stats select 0),true];
_playerObj setVariable["headShots",(_stats select 1),true];
_playerObj setVariable["humanKills",(_stats select 2),true];
_playerObj setVariable["banditKills",(_stats select 3),true];
_playerObj addScore (_stats select 1);
//Save Score
_score = score _playerObj;
_playerObj addScore ((_stats select 0) - _score);
//record for Server JIP checks
_playerObj setVariable["zombieKills_CHK",(_stats select 0)];
_playerObj setVariable["headShots_CHK",(_stats select 1)];
_playerObj setVariable["humanKills_CHK",(_stats select 2)];
_playerObj setVariable["banditKills_CHK",(_stats select 3)];
if (count _stats > 4) then {
if (!(_stats select 3)) then {
_playerObj setVariable["selectSex",true,true];
};
} else {
_playerObj setVariable["selectSex",true,true];
};
} else {
//Save initial loadout
//register stats
_playerObj setVariable["zombieKills",0,true];
_playerObj setVariable["humanKills",0,true];
_playerObj setVariable["banditKills",0,true];
_playerObj setVariable["headShots",0,true];
//record for Server JIP checks
_playerObj setVariable["zombieKills_CHK",0];
_playerObj setVariable["humanKills_CHK",0,true];
_playerObj setVariable["banditKills_CHK",0,true];
_playerObj setVariable["headShots_CHK",0];
};
if (_randomSpot) then {
private["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {
endLoadingScreen;
};
//Spawn modify via mission init.sqf
if(isnil "spawnArea") then {
spawnArea = 1500;
};
if(isnil "spawnShoremode") then {
spawnShoremode = 1;
};
//
_spawnMC = actualSpawnMarkerCount;
if (worldName in ["dzhg", "panthera2", "Sara", "Utes", "Dingor", "namalsk", "isladuala", "Tavi", "dayznogova","tasmania2010"]) then { _IslandMap = true; } else { _IslandMap = false; };
//spawn into random
_findSpot = true;
_mkr = [];
_position = [0,0,0];
for [{_j=0},{_j<=100 AND _findSpot},{_j=_j+1}] do {
if (_spawnSelection == 9) then {
// random spawn location selected, lets get the marker and spawn in somewhere
if (dayz_spawnselection == 1) then { _mkr = getMarkerPos ("spawn" + str(floor(random 6))); } else { _mkr = getMarkerPos ("spawn" + str(floor(random 5))); };
} else {
// spawn is not random, lets spawn in our location that was selected
_mkr = getMarkerPos ("spawn" + str(_spawnSelection));
};
_position = ([_mkr,0,spawnArea,10,0,2,spawnShoremode] call BIS_fnc_findSafePos);
if ((count _position >= 2) // !bad returned position
AND {(_position distance _mkr < 1400)}) then { // !ouside the disk
_position set [2, 0];
if (((ATLtoASL _position) select 2 > 2.5) //! player's feet too wet
AND {({alive _x} count (_position nearEntities ["Man",150]) == 0)}) then { // !too close from other players/zombies
_pos = +(_position);
_isIsland = false; //Can be set to true during the Check
// we check over a 809-meter cross line, with an effective interlaced step of 5 meters
for [{_w = 0}, {_w != 809}, {_w = ((_w + 17) % 811)}] do {
//if (_w < 17) then { diag_log format[ "%1 loop starts with _w=%2", __FILE__, _w]; };
_pos = [((_pos select 0) - _w),((_pos select 1) + _w),(_pos select 2)];
if((surfaceisWater _pos) and (!_IslandMap)) exitWith {
_isIsland = true;
};
};
if (!_isIsland) then {_findSpot = false};
};
};
//diag_log format["%1: pos:%2 _findSpot:%3", __FILE__, _position, _findSpot];
};
if ((_findSpot) and (!_IslandMap)) exitWith {
diag_log format["%1: Error, failed to find a suitable spawn spot for player. area:%2",__FILE__, _mkr];
};
_worldspace = [0,_position];
};
//Record player for management
dayz_players set [count dayz_players,_playerObj];
//record player pos locally for server checking
_playerObj setVariable["CharacterID",_characterID,true];
_playerObj setVariable["humanity",_humanity,true];
_playerObj setVariable["humanity_CHK",_humanity];
//_playerObj setVariable["worldspace",_worldspace,true];
//_playerObj setVariable["state",_state,true];
_playerObj setVariable["lastPos",getPosATL _playerObj];
if (!isNil "faco_hook_playerSetup") then {
[_worldspace,_state,_playerObj, _characterID] call faco_hook_playerSetup;
_playerObj call faco_sendSecret;
};
PVCDZ_plr_Login2 = [_worldspace,_state,_Achievements];
_clientID = owner _playerObj;
_clientID publicVariableClient "PVCDZ_plr_Login2";
_clientID publicVariableClient "PVCDZ_plr_plantSpawner";
//record time started
_playerObj setVariable ["lastTime",time];
//_playerObj setVariable ["model_CHK",typeOf _playerObj];
//diag_log ("LOGIN PUBLISHING: " + str(_playerObj) + " Type: " + (typeOf _playerObj));
PVDZ_plr_Login1 = null;
PVDZ_plr_Login2 = null;