diff --git a/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf b/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf index cce1ef22..6945bd8f 100644 --- a/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf +++ b/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf @@ -324,9 +324,11 @@ if (!isNull _player) then { deleteVehicle _newPlyr; diag_log "Epoch: DEBUG: _player object was null reject connection"; } else { + // + // TESTING if this is extra setUnitLoadout the cause for random duping on login // re-add Inventory (needed as workaround for Client / Server synchronizing issue in unitloadout) - _loadout = getUnitLoadout _newPlyr; - _newPlyr setUnitLoadout [_loadout, false]; + //_loadout = getUnitLoadout _newPlyr; + //_newPlyr setUnitLoadout [_loadout, false]; // add to cleanup addToRemainsCollector[_newPlyr]; @@ -364,7 +366,7 @@ if (!isNull _player) then { // Send message to player so they can take over the new body. [_playerNetID, _playerUID, [_newPlyr, _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, _newPlyr call EPOCH_server_setPToken,_playerGroupArray, _communityStats, _hitpoints], _fsmHandle] call EPOCH_server_pushPlayer; - diag_log str([_playerNetID, _playerUID, _player, [_newPlyr, (_player isEqualTo _newPlyr), _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, [],_playerGroupArray, _communityStats, _hitpoints], _fsmHandle]); + // diag_log str([_playerNetID, _playerUID, _player, [_newPlyr, (_player isEqualTo _newPlyr), _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, [],_playerGroupArray, _communityStats, _hitpoints], _fsmHandle]); // revive test _newPlyr setVariable ['#rev_enabled', true, true];