Files
DayZ-Epoch/SQF/dayz_server/compile/server_onPlayerDisconnect.sqf
ebaydayz 7b354e7d55 Fix relog over base in air vehicle to get inside exploit
Tested over forest, regular terrain and water without issue.
2016-08-28 11:35:32 -04:00

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private ["_playerObj","_myGroup","_playerUID","_playerPos","_playerName","_message","_newPos","_failSpot","_count","_maxDist","_relocate"];
_playerUID = _this select 0;
_playerName = _this select 1;
_playerObj = nil;
_playerPos = [];
//Lets search all playerable units looking for the objects that matches our playerUID
{
if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
} forEach playableUnits;
//If for some reason the playerOBj does not exist lets exit the disconnect system.
if (isNil "_playerObj") exitWith {
diag_log format["%1: nil player object, _this:%2", __FILE__, _this];
};
//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
//If the the playerObj exists lets run all sync systems
_characterID = _playerObj getVariable["characterID", "?"];
_lastDamage = _playerObj getVariable["noatlf4",0];
_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
_lastDamage = round(diag_ticktime - _lastDamage);
_inCombat = _playerObj getVariable ["inCombat", 0];
//Readded Logout debug info.
diag_log format["INFO - Player: %3(UID:%1/CID:%2) as (%4), logged off at %5%6",
getPlayerUID _playerObj,
_characterID,
_playerObj call fa_plr2str,
typeOf _playerObj,
(getPosATL _playerObj) call fa_coor2str,
if ((_lastDamage > 5 AND (_lastDamage < 30)) AND ((alive _playerObj) AND (_playerObj distance (getMarkerpos "respawn_west") >= 2000))) then {" while in combat ("+str(_lastDamage)+" seconds left)"} else {""}
];
//Login processing do not sync
if (_playerUID in dayz_ghostPlayers) exitwith {
diag_log format["ERROR: Cannot Sync Character [%1,%2] Still processing login",_playerName,_playerUID];
//Lets remove the object.
if (!isNull _playerObj) then {
_myGroup = group _playerObj;
deleteGroup _myGroup;
};
};
//Make sure we know the ID of the object before we try and sync any info to the DB
if (_characterID != "?") exitwith {
//If the player has sepsis before logging off lets give them infected status.
if (_Sepsis) then {
_playerObj setVariable["USEC_infected",true,true];
};
//Record Player Login/LogOut
[_playerUID,_characterID,2,_playerName] call dayz_recordLogin;
//if the player object is inside a vehicle lets eject the player
if (vehicle _playerObj != _playerObj) then {
_relocate = if (vehicle _playerObj isKindOf "Air") then {true} else {false};
_playerObj action ["eject", vehicle _playerObj];
// Prevent relog in parachute, heli or plane above base exploit to get inside
if (_relocate) then {
_count = 0;
_maxDist = 120;
_newPos = [_playerPos, 80, _maxDist, 10, 1, 0, 0] call BIS_fnc_findSafePos;
_failSpot = getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition");
while {_newPos distance _failSpot == 0} do {
_count = _count + 1;
if (_count > 40) exitWith {_newPos = _playerPos;}; // Max 4km away fail safe
_newPos = [_playerPos, 80, (_maxDist + 100), 10, 1, 0, 0] call BIS_fnc_findSafePos;
};
_playerObj setPos _newPos;
diag_log format["Relocated %1(%2) %3m from logout postion for logout in air vehicle",_playerName,_playerUID,_playerPos distance _newPos];
};
};
//Punish combat log
if ((_inCombat > 0) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
_playerObj setVariable ["unconsciousTime",150,true]; // Set knock out timer to 150 seconds
//_playerObj setVariable ["USEC_injured",true]; // Set status to bleeding
//_playerObj setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
_message = format["PLAYER COMBAT LOGGED: %1",_playerName];
[nil, nil, rTitleText, _message, "PLAIN"] call RE; // Message whole server
};
//if player object is alive lets sync the player and remove the body and if ghosting is active add the player id to the array
if (alive _playerObj) then {
[_playerObj,nil,true] call server_playerSync;
if (dayz_enableGhosting) then {
//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
if (!(_playerUID in dayz_ghostPlayers)) then {
dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
//diag_log format["playerID %1 added to ghost list",_playerUID];
};
};
};
//Lets scan the area near the player logout position and save all objects.
{ [_x,"gear"] call server_updateObject } foreach (nearestObjects [_playerPos, DayZ_GearedObjects, 10]);
};
if (isNull _playerObj) then { diag_log("Player Object does not esist"); };
//Lets remove the object.
if (!isNull _playerObj) then {
_myGroup = group _playerObj;
deleteGroup _myGroup;
};