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testing
if this is cause of duping on login
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@ -324,9 +324,11 @@ if (!isNull _player) then {
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deleteVehicle _newPlyr;
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diag_log "Epoch: DEBUG: _player object was null reject connection";
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} else {
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//
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// TESTING if this is extra setUnitLoadout the cause for random duping on login
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// re-add Inventory (needed as workaround for Client / Server synchronizing issue in unitloadout)
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_loadout = getUnitLoadout _newPlyr;
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_newPlyr setUnitLoadout [_loadout, false];
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//_loadout = getUnitLoadout _newPlyr;
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//_newPlyr setUnitLoadout [_loadout, false];
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// add to cleanup
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addToRemainsCollector[_newPlyr];
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@ -364,7 +366,7 @@ if (!isNull _player) then {
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// Send message to player so they can take over the new body.
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[_playerNetID, _playerUID, [_newPlyr, _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, _newPlyr call EPOCH_server_setPToken,_playerGroupArray, _communityStats, _hitpoints], _fsmHandle] call EPOCH_server_pushPlayer;
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diag_log str([_playerNetID, _playerUID, _player, [_newPlyr, (_player isEqualTo _newPlyr), _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, [],_playerGroupArray, _communityStats, _hitpoints], _fsmHandle]);
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// diag_log str([_playerNetID, _playerUID, _player, [_newPlyr, (_player isEqualTo _newPlyr), _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, [],_playerGroupArray, _communityStats, _hitpoints], _fsmHandle]);
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// revive test
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_newPlyr setVariable ['#rev_enabled', true, true];
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