mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
105 lines
4.1 KiB
Plaintext
105 lines
4.1 KiB
Plaintext
private ["_playerObj","_myGroup","_playerUID","_playerPos","_playerName","_message"];
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_playerUID = _this select 0;
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_playerName = _this select 1;
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_playerObj = nil;
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_playerPos = [];
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//Lets search all playerable units looking for the objects that matches our playerUID
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{
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if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
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} forEach playableUnits;
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//If for some reason the playerOBj does not exist lets exit the disconnect system.
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if (isNil "_playerObj") exitWith {
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diag_log format["%1: nil player object, _this:%2", __FILE__, _this];
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};
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//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
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//If the the playerObj exists lets run all sync systems
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_characterID = _playerObj getVariable["characterID", "?"];
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_lastDamage = _playerObj getVariable["noatlf4",0];
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_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
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_lastDamage = round(diag_ticktime - _lastDamage);
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_inCombat = _playerObj getVariable ["inCombat", 0];
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_name = if (alive _playerObj) then {name _playerObj} else {"Dead Player"};
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//Readded Logout debug info.
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diag_log format["INFO - Player: %3(UID:%1/CID:%2) as (%4), logged off at %5%6",
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getPlayerUID _playerObj,
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_characterID,
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_playerObj call fa_plr2str,
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typeOf _playerObj,
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(getPosATL _playerObj) call fa_coor2str,
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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 {""}
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];
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//Login processing do not sync
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if (_playerUID in dayz_ghostPlayers) exitwith {
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diag_log format["ERROR: Cannot Sync Character [%1,%2] Still processing login",_name,_playerUID];
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//Lets remove the object.
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if (!isNull _playerObj) then {
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_myGroup = group _playerObj;
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deleteGroup _myGroup;
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};
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};
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//Make sure we know the ID of the object before we try and sync any info to the DB
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if (_characterID != "?") exitwith {
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//If the player has sepsis before logging off lets give them infected status.
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if (_Sepsis) then {
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_playerObj setVariable["USEC_infected",true,true];
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};
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//Record Player Login/LogOut
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[_playerUID,_characterID,2,_playerName] call dayz_recordLogin;
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//if the player object is inside a vehicle lets eject the player
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if (vehicle _playerObj != _playerObj) then {
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_playerObj action ["eject", vehicle _playerObj];
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};
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//Punish combat log
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if ((_inCombat > 0) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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_playerObj setVariable ["unconsciousTime",150,true]; // Set knock out timer to 150 seconds
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//_playerObj setVariable ["USEC_injured",true]; // Set status to bleeding
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//_playerObj setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
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diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
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_message = format["PLAYER COMBAT LOGGED: %1",_playerName];
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[nil, nil, rTitleText, _message, "PLAIN"] call RE; // Message whole server
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};
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//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
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if (alive _playerObj) then {
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[_playerObj,nil,true] call server_playerSync;
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if (dayz_enableGhosting) then {
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//diag_log format["GhostPlayers: %1, ActivePlayers: %2",dayz_ghostPlayers,dayz_activePlayers];
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if (!(_playerUID in dayz_ghostPlayers)) then {
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dayz_ghostPlayers set [count dayz_ghostPlayers, _playerUID];
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dayz_activePlayers set [count dayz_activePlayers, [_playerUID,diag_ticktime]];
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//diag_log format["playerID %1 added to ghost list",_playerUID];
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};
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};
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};
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//Lets scan the area near the player logout position and save all objects.
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{ [_x,"gear"] call server_updateObject } foreach (nearestObjects [_playerPos, DayZ_GearedObjects, 10]);
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};
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if (isNull _playerObj) then { diag_log("Player Object does not esist"); };
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//Lets remove the object.
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if (!isNull _playerObj) then {
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_myGroup = group _playerObj;
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deleteGroup _myGroup;
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};
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