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DayZ-Epoch/SQF/dayz_code/compile/player_humanityMorph.sqf
icomrade e446603ea2 Fix combat logging
In the initialize section of the fsm r_player_unconscious and
r_player_timeout return their default values (false and 0). Also, the
Vanilla server-side combat check doesn't appear to work, or it doesn't
work with the antihack disabled (I haven't tested with it enabled).

New variable inCombat is set more quickly than the combatTimeout
variable
2016-07-26 20:51:10 -04:00

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4.4 KiB
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private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_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]];
_combattimeout = player getVariable["combattimeout",0];
_inCombat = player getVariable["inCombat",0];
_ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0];
_ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",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 ["combattimeout",_combattimeout,false];
player setVariable ["inCombat", _inCombat, true];
player setVariable ["ConfirmedHumanKills",_ConfirmedHumanKills,true];
player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
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;};