Files
DayZ-Epoch/SQF/dayz_code/compile/player_humanityMorph.sqf
icomrade 72f3779edb Fix death when changing clothes + minor changes
removing the Respawn EH fixes this, I haven't noticed any adverse
effects from removing it yet.

Also changing groups now deletes the old group. The machine which the
group is local to must execute the deleteGroup command, the server
previously had to wait until the player disconnects to delete their
empty groups.
2016-05-09 00:27:34 -04:00

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private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_banditKills","_fractures","_wpnType","_ismelee"];
//_playerUID = _this select 0;
_charID = _this select 1;
_model = _this select 2;
_old = player;
player allowDamage false;
player removeEventHandler ["FiredNear",eh_player_killed];
player removeEventHandler ["HandleDamage",mydamage_eh1];
player removeEventHandler ["Killed",mydamage_eh3];
player removeEventHandler ["Fired",mydamage_eh2];
_updates = player getVariable ["updatePlayer",[false,false,false,false,false]];
_updates set [0,true];
player setVariable ["updatePlayer",_updates,true];
dayz_unsaved = true;
//Logout
_humanity = player getVariable ["humanity",0];
_medical = player call player_sumMedical;
_worldspace = [round(direction player),getPosATL player];
_zombieKills = player getVariable ["zombieKills",0];
_headShots = player getVariable ["headShots",0];
_humanKills = player getVariable ["humanKills",0];
_banditKills = player getVariable ["banditKills",0];
_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
_friendlies = player getVariable ["friendlies",[]];
_tagSetting = player getVariable ["DZE_display_name",false];
//Switch
_model call player_switchModel; //Already spawned thread, no need to spawn and waitUntil script is done
//Login
//set medical values
if (count _medical > 0) then {
player setVariable ["USEC_isDead",(_medical select 0),true];
player setVariable ["NORRN_unconscious",(_medical select 1), true];
player setVariable ["USEC_infected",(_medical select 2),true];
player setVariable ["USEC_injured",(_medical select 3),true];
player setVariable ["USEC_inPain",(_medical select 4),true];
player setVariable ["USEC_isCardiac",(_medical select 5),true];
player setVariable ["USEC_lowBlood",(_medical select 6),true];
player setVariable ["USEC_BloodQty",(_medical select 7),true];
player setVariable ["unconsciousTime",(_medical select 10),true];
player setVariable ["blood_type",(_medical select 11),true];
player setVariable ["rh_factor",(_medical select 12),true];
player setVariable ["messing",(_medical select 13),true];
player setVariable ["blood_testdone",(_medical select 14),true];
//Add Wounds
{
//diag_log format ["loop _x:1 wound:%2",_x, (USEC_typeOfWounds select _forEachIndex)];
player setVariable ["hit_"+_x,true,true];
PVDZ_hlt_Bleed = [player, _x, 1];
publicVariable "PVDZ_hlt_Bleed";
} forEach (_medical select 8);
//Add fractures
_fractures = _medical select 9;
// player setVariable ["hit_legs",(_fractures select 0),true];
// player setVariable ["hit_hands",(_fractures select 1),true];
[player,"legs",(_fractures select 0)] call object_setHit;
[player,"hands",(_fractures select 1)] call object_setHit;
} else {
//Reset Fractures
player setVariable ["hit_legs",0,true];
player setVariable ["hit_hands",0,true];
player setVariable ["USEC_injured",false,true];
player setVariable ["USEC_inPain",false,true];
};
//General Stats
player setVariable ["humanity",_humanity,true];
player setVariable ["zombieKills",_zombieKills,true];
player setVariable ["headShots",_headShots,true];
player setVariable ["humanKills",_humanKills,true];
player setVariable ["banditKills",_banditKills,true];
player setVariable ["characterID",_charID,true];
player setVariable ["worldspace",_worldspace];
player setVariable ["Achievements",_achievements];
player setVariable ["friendlies",_friendlies,true];
player setVariable ["DZE_display_name",_tagSetting,true];
PVDZ_serverStoreVar = [player,"Achievements",_achievements];
publicVariableServer "PVDZ_serverStoreVar";
call dayz_resetSelfActions;
eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;}];
[player] call fnc_usec_damageHandle;
player allowDamage true;
player addWeapon "Loot";
uiSleep 0.1;
call dayz_meleeMagazineCheck;
uiSleep 0.1;
if !(isNull _old) then {deleteVehicle _old;};