Files
DayZ-Epoch/SQF/dayz_code/compile/player_death.sqf
ebaydayz ef873c2340 Fix player_monitor errors
DayzGearSave is no longer used. I will submit a pull to remove it from
vanilla too.

Player_dumpBackpack is not a good solution to stifle duping. Players can
not see friends backpacks dropped on the ground. That is a problem when
they want to trade backpacks. They don't understand why their friend
can't see it. Also players can still get the "gear" scroll action if
they look where the hidden backpack is.

If it is still a problem after all the updates to current dayz code then
we should submit a pull request with a better solution to vanilla.
2016-03-20 16:09:57 -04:00

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private ["_display","_body","_playerID","_array","_source","_method","_canHitFree","_isBandit","_punishment","_humanityHit","_myKills","_humanity","_kills","_killsV","_myGroup"];
disableSerialization;
if (deathHandled) exitWith {};
deathHandled = true;
if ((alive player) && {isNil {dayz_playerName}}) then {
dayz_playerName = name player;
};
//Prevent client freezes
_display = findDisplay 49;
if(!isNull _display) then {_display closeDisplay 0;};
if (dialog) then {closeDialog 0;};
if (visibleMap) then {openMap false;};
_body = player;
_playerID = [player] call FNC_GetPlayerUID;
disableUserInput true;
//add weapon on back to player...
if (dayz_onBack != "") then {
//Add weapon on back to body.
_body addWeapon dayz_onBack;
/*
//Add weapon on back to the ground.
_pos = _body modeltoWorld [1,1,0];
//_pos set [2, 0];
_item = createVehicle ["WeaponHolder", _pos, [], 0.0, "CAN_COLLIDE"];
_item setPosATL [_pos select 0, _pos select 1, ((_pos select 2) + 0.1)];
_item addWeaponCargoGlobal [dayz_onBack,1];
*/
};
_infected = 0;
if (r_player_infected && DZE_PlayerZed) then {
_infected = 1;
};
//Send Death Notice
//["PVDZ_plr_Death",[dayz_characterID,0,_body,_playerID,dayz_playerName]] call callRpcProcedure;
PVDZ_plr_Death = [dayz_characterID,0,_body,_playerID,_infected,dayz_playerName];
publicVariableServer "PVDZ_plr_Death";
_id = [player,20,true,getPosATL player] call player_alertZombies;
uiSleep 0.5;
player setDamage 1;
0.1 fadeSound 0;
player setVariable ["NORRN_unconscious", false, true];
player setVariable ["unconsciousTime", 0, true];
player setVariable ["USEC_isCardiac",false,true];
player setVariable ["medForceUpdate",true,true];
player setVariable ["bloodTaken", false, true];
player setVariable ["startcombattimer", 0];
r_player_unconscious = false;
r_player_cardiac = false;
_model = typeOf player;
autoRunActive = 0;
_array = _this;
if (count _array > 0) then {
_source = _array select 0;
_method = _array select 1;
if ((!isNull _source) && (_source != player)) then {
_canHitFree = player getVariable ["freeTarget",false];
_isBandit = (player getVariable["humanity",0]) <= -2000;
_punishment = _canHitFree || _isBandit; //if u are bandit || start first - player will not recieve humanity drop
_humanityHit = 0;
if (!_punishment) then {
//i'm "not guilty" - kill me && be punished
_myKills = ((player getVariable ["humanKills",0]) / 30) * 1000;
_humanityHit = -(2000 - _myKills);
_kills = _source getVariable ["humanKills",0];
_source setVariable ["humanKills",(_kills + 1),true];
PVDZ_send = [_source,"Humanity",[_source,_humanityHit,300]];
publicVariableServer "PVDZ_send";
} else {
//i'm "guilty" - kill me as bandit
_killsV = _source getVariable ["banditKills",0];
_source setVariable ["banditKills",(_killsV + 1),true];
};
// START Musty Achievement
_killer = _source; // who did the killing
_killedachievementID = -1;
if (_killer distance _body > 200) then {
_killedachievementID = 15; // steady aim
achievement_SteadyAim = true;
};
if (_killer distance _body > 500) then {
_killedachievementID = 16; // marksman
achievement_Marksman = true;
};
if (_killer distance _body > 1000) then {
_killedachievementID = 17; // sniper
achievement_Sniper = true;
};
if (_killedachievementID > -1) then {
if (dayz_playerAchievements select _killedachievementID < 1) then {
_killerID = _killer getVariable["characterID",0]; // get his characterID
dayz_playerAchievements set [_killedachievementID,1];
achievement = [_killedachievementID, _killer, _killerID]; // publish event to server
publicVariableServer "achievement";
};
};
// END Musty Achievement
};
_body setVariable ["deathType",_method,true];
};
terminate dayz_musicH;
terminate dayz_slowCheck;
//terminate dayz_animalCheck;
terminate dayz_monitor1;
//terminate dayz_medicalH;
r_player_dead = true;
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.01], [1, 1, 1, 0.0]];
"colorCorrections" ppEffectCommit 1;
//Player is Dead!
3 fadeSound 0;
uiSleep 1;
dayz_originalPlayer enableSimulation true;
addSwitchableUnit dayz_originalPlayer;
setPlayable dayz_originalPlayer;
selectPlayer dayz_originalPlayer;
//_myGroup = group _body;
//[_body] joinSilent dayz_firstGroup;
//deleteGroup _myGroup;
3 cutRsc ["default", "PLAIN",3];
4 cutRsc ["default", "PLAIN",3];
_body setVariable["combattimeout", 0, true];
//["dayzFlies",player] call broadcastRpcCallAll;
uiSleep 2;
1 cutRsc ["DeathScreen","BLACK OUT",3];
playMusic "dayz_track_death_1";
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
uiSleep 2;
for "_x" from 5 to 1 step -1 do {
titleText [format[localize "str_return_lobby", _x], "PLAIN DOWN", 1];
uiSleep 1;
};
PVDZ_Server_Simulation = [_body, false];
publicVariableServer "PVDZ_Server_Simulation";
endMission "END1";