Files
DayZ-Epoch/SQF/dayz_code/actions/doorManagement/doorAddFriend.sqf
Bruce-LXXVI 5e53a71e88 Pullrequest/door management (#1694)
* Added doorManagement

* Rename FNC_check_owner --> FNC_check_owner_friends

* Fixed typo

* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.

* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf

* Now checking if _playerUID is in _friendlies for both cases.

* DZE_plotforLife should be DZE_permanentPlot

* Fixed case where DZE_permanentPlot is false.

* Forgot to add STR_EPOCH_CANCEL

* Changed translations to suggested string by ebaydayz.

* Renamed EyeScanner to DoorAccess.

* Reworked access rights for door management.

* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.

* Fixed copy-paste error.

* Replace count with if

* Remove redundant test.

* Also replaced count in door management admins check.

* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).

* Use _playerUID and _characterID more consistent.

* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
2016-06-15 18:22:01 -04:00

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private ["_pos","_plots","_inList"];
_pos = _this select 0;
if (_pos < 0) exitWith {};
_toAdd = (Humans select _pos);
_friends = TheDoor getVariable ["doorfriends",[]];
_inList = false;
{
if((_x select 0) == (_toAdd select 0)) exitWith { _inList = true; };
} forEach _friends;
if(_inList) exitWith { localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST" call dayz_rollingMessages; };
if(count _friends >= DZE_doorManagementMaxFriends) exitWith { format[localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_FRIENDLIMIT", DZE_doorManagementMaxFriends] call dayz_rollingMessages; };
_friends set [count _friends, _toAdd];
TheDoor setVariable ["doorfriends", _friends, true];
PVDZ_veh_Save = [TheDoor,"gear"];
if (isServer) then {
PVDZ_veh_Save call server_updateObject;
} else {
publicVariableServer "PVDZ_veh_Save";
};
call DoorGetFriends;
call DoorNearbyHumans;