mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
It makes no sense to rename the identical DayZ PVs to have an E in their name. I don't see any good reason it was done in the first place. All it accomplishes is breaking script compatibility between the two mods and requiring different publicvariable.txt filters. The only time it makes sense is for custom Epoch variables that aren't used in vanilla. All admins have to do to update custom scripts is swap the names according to the change log. Note I've submitted a pull request to replace PVDZ_veh_Save with PVDZ_obj_Save in official too because they are duplicates.
248 lines
8.5 KiB
Plaintext
248 lines
8.5 KiB
Plaintext
private ["_empty","_name","_playerwasNearby","_character","_magazines","_force","_characterID","_charPos","_isInVehicle","_timeSince","_humanity","_debug","_distance","_isNewMed","_isNewPos","_isNewGear","_playerPos","_playerGear","_playerBackp","_medical","_distanceFoot","_lastPos","_backpack","_kills","_killsB","_killsH","_headShots","_lastTime","_timeGross","_timeLeft","_currentWpn","_currentAnim","_config","_onLadder","_isTerminal","_currentModel","_modelChk","_muzzles","_temp","_currentState","_array","_key","_pos","_forceGear","_friendlies"];
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_character = _this select 0;
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_magazines = _this select 1;
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_Achievements = _character getVariable "Achievements";
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//_force = _this select 2;
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_forceGear = _this select 3;
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_force = true;
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_playerwasNearby = false;
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if ((count _this) > 4) then {
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_playerwasNearby = _this select 4;
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};
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if (isNull _character) exitWith {
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diag_log ("Player is Null FAILED: Exiting, player sync: " + str(_character));
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};
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_characterID = _character getVariable ["CharacterID","0"];
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_charPos = getPosATL _character;
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_isInVehicle = vehicle _character != _character;
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_timeSince = 0;
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_humanity = 0;
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//diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
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_name = if (alive _character) then { name _character; } else { "Dead Player"; };
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if (_character isKindOf "Animal") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (_name) + " is an Animal class");
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};
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if (isnil "_characterID") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (_name) + " has nil characterID");
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};
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if (_characterID == "0") exitWith {
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diag_log ("ERROR: Cannot Sync Character " + (_name) + " as no characterID");
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};
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if (isNil {_Achievements}) exitWith {
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diag_log ("ERROR: Cannot Sync Achievements " + (name _character) + " has no default Achievements");
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_Achievements = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
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};
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/*
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private["_debug","_distance"];
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_debug = getMarkerpos "respawn_west";
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_distance = _debug distance _charPos;
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if (_distance < 2000) exitWith {
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diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",_name,_characterID,_charPos];
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}; */
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//Check for server initiated updates
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_isNewMed = _character getVariable["medForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
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_isNewPos = _character getVariable["posForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
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_isNewGear = if (!isNil "_magazines") then { true } else { false };
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//Check for player initiated updates
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if (_characterID != "0") then {
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_playerPos = [];
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_playerGear = [];
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_playerBackp = [];
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_medical = [];
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_distanceFoot = 0;
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//diag_log ("Found Character...");
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//Check if update is requested
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if (_isNewPos || _force) then {
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//diag_log ("position..." + str(_isNewPos) + " / " + str(_force)); uiSleep 0.05;
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if (((_charPos select 0) == 0) && ((_charPos select 1) == 0)) then {
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//Zero Position
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} else {
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//diag_log ("getting position..."); uiSleep 0.05;
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_playerPos = [round(direction _character),_charPos];
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_lastPos = _character getVariable["lastPos",_charPos];
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if (count _lastPos > 2 && count _charPos > 2) then {
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if (!_isInVehicle) then {
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_distanceFoot = round(_charPos distance _lastPos);
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};
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_character setVariable["lastPos",_charPos];
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};
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if (count _charPos < 3) then {
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_playerPos = [];
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};
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//diag_log ("position = " + str(_playerPos)); uiSleep 0.05;
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};
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_character setVariable ["posForceUpdate",false,true];
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};
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if (_isNewGear || _forceGear) then {
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//diag_log ("gear..."); uiSleep 0.05;
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_playerGear = [weapons _character,_magazines];
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//diag_log ("playerGear: " +str(_playerGear));
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_backpack = unitBackpack _character;
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if(_playerwasNearby) then {
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_empty = [[],[]];
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_playerBackp = [typeOf _backpack,_empty,_empty];
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} else {
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_playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
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};
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};
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if (_isNewMed || _force) then {
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//diag_log ("medical..."); uiSleep 0.05;
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if (!(_character getVariable["USEC_isDead",false])) then {
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//diag_log ("medical check..."); uiSleep 0.05;
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_medical = _character call player_sumMedical;
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//diag_log ("medical result..." + str(_medical)); uiSleep 0.05;
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};
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_character setVariable ["medForceUpdate",false,true];
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};
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//Process update
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if (_characterID != "0") then {
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//Record stats while we're here
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/*
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Check previous stats against what client had when they logged in
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this helps prevent JIP issues, where a new player wouldn't have received
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the old players updates. Only valid for stats where clients could have
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be recording results from their local objects (such as agent zombies)
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*/
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_kills = ["zombieKills",_character] call server_getDiff;
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_killsB = ["banditKills",_character] call server_getDiff;
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_killsH = ["humanKills",_character] call server_getDiff;
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_headShots = ["headShots",_character] call server_getDiff;
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_humanity = ["humanity",_character] call server_getDiff2;
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//_humanity = _character getVariable ["humanity",0];
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_character addScore _kills;
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/*
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Assess how much time has passed, for recording total time on server
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*/
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_lastTime = _character getVariable["lastTime",diag_ticktime];
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_timeGross = (diag_ticktime - _lastTime);
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_timeSince = floor(_timeGross / 60);
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_timeLeft = (_timeGross - (_timeSince * 60));
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/*
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Get character state details
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*/
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_currentWpn = currentMuzzle _character;
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_currentAnim = animationState _character;
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_config = configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
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_onLadder = (getNumber (_config >> "onLadder")) == 1;
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_isTerminal = (getNumber (_config >> "terminal")) == 1;
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//_wpnDisabled = (getNumber (_config >> "disableWeapons")) == 1;
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_currentModel = typeOf _character;
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_modelChk = _character getVariable ["model_CHK",""];
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if (_currentModel == _modelChk) then {
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_currentModel = "";
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} else {
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_currentModel = str(_currentModel);
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_character setVariable ["model_CHK",typeOf _character];
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};
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if (_onLadder || _isInVehicle || _isTerminal) then {
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_currentAnim = "";
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//If position to be updated, make sure it is at ground level!
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if ((count _playerPos > 0) && !_isTerminal) then {
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_charPos set [2,0];
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_playerPos set[1,_charPos];
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};
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};
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if (_isInVehicle) then {
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_currentWpn = "";
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} else {
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if ( typeName(_currentWpn) == "STRING" ) then {
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_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
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if (count _muzzles > 1) then {
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_currentWpn = currentMuzzle _character;
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};
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} else {
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//diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn));
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_currentWpn = "";
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};
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};
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_temp = round(_character getVariable ["temperature",100]);
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_currentState = [[_currentWpn,_currentAnim,_temp],_Achievements];
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if(DZE_FriendlySaving) then {
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// save only last/most recent 5 entrys as we only have 200 chars in db field and weapon + animation names are sometimes really long 60-70 chars.
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_friendlies = [(_character getVariable ["friendlies",[]]),5] call array_reduceSizeReverse;
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_currentState set [(count _currentState),_friendlies];
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};
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/*
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Everything is ready, now publish to HIVE
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*/
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if (count _playerPos > 0) then {
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_array = [];
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{
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if (_x > dayz_minpos && _x < dayz_maxpos) then {
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_array set [count _array,_x];
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};
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} count (_playerPos select 1);
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_playerPos set [1,_array];
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};
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if (!isNull _character) then {
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if (alive _character) then {
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//Wait for HIVE to be free
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//Send request
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_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
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//diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
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_key call server_hiveWrite;
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};
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};
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// If player is in a vehicle, keep its position updated
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if (vehicle _character != _character) then {
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//[vehicle _character, "position"] call server_updateObject;
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if (!(vehicle _character in needUpdate_objects)) then {
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//diag_log format["DEBUG: Added to NeedUpdate=%1",vehicle _character];
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needUpdate_objects set [count needUpdate_objects, vehicle _character];
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};
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};
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// Force gear updates for nearby vehicles/tents
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{
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[_x, "gear"] call server_updateObject;
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} count (nearestObjects [_charPos, DayZ_GearedObjects, 10]);
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//[_charPos] call server_updateNearbyObjects;
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//Reset timer
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if (_timeSince > 0) then {
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_character setVariable ["lastTime",(diag_ticktime - _timeLeft)];
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};
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};
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};
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