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DayZ-Epoch/SQF/dayz_server/compile/server_playerDied.sqf
2016-09-27 15:08:41 -04:00

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#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
private ["_characterID","_minutes","_newObject","_playerID","_key","_pos","_infected","_sourceName","_sourceWeapon","_distance","_message","_method"];
//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
_characterID = _this select 0;
_minutes = _this select 1;
_newObject = _this select 2;
_playerID = _this select 3;
_playerName = toString (_this select 4); //Sent as array to avoid publicVariable value restrictions
_infected = _this select 5;
_sourceName = toString (_this select 6);
_sourceWeapon = toString (_this select 7);
_distance = _this select 8;
_method = toString (_this select 9);
//Mark player as dead so we bypass the ghost system
dayz_died set [count dayz_died, _playerID];
_newObject setVariable ["processedDeath",diag_tickTime];
_newObject setVariable ["bodyName",_playerName,true];
_pos = getPosATL _newObject;
// force to follow the terrain slope in sched_corpses.sqf
if (_pos select 2 < 0.1) then {_pos set [2,0];};
_newObject setVariable ["deathPos",_pos];
if (typeName _minutes == "STRING") then {_minutes = parseNumber _minutes;};
if (_characterID != "0") then {
_key = format["CHILD:202:%1:%2:%3:",_characterID,_minutes,_infected];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
#ifdef PLAYER_DEBUG
diag_log format ["Player UID#%3 CID#%4 %1 as %5 died at %2",
_newObject call fa_plr2str, _pos call fa_coor2str,
getPlayerUID _newObject,_characterID,
typeOf _newObject
];
#endif
// EPOCH DEATH MESSAGES
if (_method in ["explosion","melee","runover","shot","shothead","shotheavy"]) then {
if (_sourceName == _playerName) then {
_message = ["suicide",_playerName];
} else {
if (_sourceWeapon == "") then {_sourceWeapon = "unknown weapon";};
_message = ["killed",_playerName,_sourceName,_sourceWeapon,_distance];
// Store death messages to allow viewing at message board in trader citys.
PlayerDeaths set [count PlayerDeaths,[_playerName,_sourceName,_sourceWeapon,_distance,ServerCurrentTime]];
};
} else {
// No source name, distance or weapon needed: "%1 died from %2" str_death_%1 (see stringtable)
// Possible methods: ["bled","combatlog","crushed","dehyd","eject","fall","starve","sick","rad","unknown","zombie"]
_message = ["died",_playerName,_method];
};
if (_playerName != "unknown" or _sourceName != "unknown") then {
if (toLower DZE_DeathMsgChat != "none" or DZE_DeathMsgCutText or DZE_DeathMsgDynamicText) then {
PVDZE_deathMessage = _message;
//Don't use regular PV here since JIP clients don't need it
{
if (isPlayer _x) then {
owner _x publicVariableClient "PVDZE_deathMessage";
};
} count playableUnits;
};
_message = switch (_message select 0) do {
case "died": {format [localize "str_player_death_died", _message select 1, localize format["str_death_%1",_message select 2]]};
case "killed": {format [localize "str_player_death_killed", _message select 1, _message select 2, _message select 3, _message select 4]};
case "suicide": {format [localize "str_player_death_suicide", _message select 1]};
};
diag_log format["DeathMessage: %1",_message];
};
_newObject setDamage 1;
_newObject setOwner 0;
//dead_bodyCleanup set [count dead_bodyCleanup,_newObject];