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Workaround for unitloadout 2.0
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@ -13,7 +13,7 @@
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server/compile/epoch_player/EPOCH_server_loadPlayer.sqf
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_CheckLocation","_allGroupMembers","_alreadyDead","_assignedItems","_attachments","_backpack","_backpackItems","_canBeRevived","_class","_communityStats","_communityStatsArray","_currentWeapon","_deadPlayer","_defaultData","_dir","_equipped","_found","_goggles","_group","_handgunWeapon","_headgear","_instanceID","_jammer","_jammers","_linkedItems","_loadout","_location","_newLocation","_newPlyr","_playerData","_playerGroup","_playerGroupArray","_playerNetID","_playerUID","_primaryWeapon","_reject","_secondaryWeapon","_serverSettingsConfig","_type","_uniform","_uniformItems","_vars","_vest","_vestItems","_wMags","_wMagsArray","_weapon"];
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private ["_Primary","_CheckLocation","_allGroupMembers","_alreadyDead","_assignedItems","_attachments","_backpack","_backpackItems","_canBeRevived","_class","_communityStats","_communityStatsArray","_currentWeapon","_deadPlayer","_defaultData","_dir","_equipped","_found","_goggles","_group","_handgunWeapon","_headgear","_instanceID","_jammer","_jammers","_linkedItems","_loadout","_location","_newLocation","_newPlyr","_playerData","_playerGroup","_playerGroupArray","_playerNetID","_playerUID","_primaryWeapon","_reject","_secondaryWeapon","_serverSettingsConfig","_type","_uniform","_uniformItems","_vars","_vest","_vestItems","_wMags","_wMagsArray","_weapon"];
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//[[[end]]]
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_reject = true;
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@ -210,7 +210,26 @@ if (!isNull _player) then {
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_playerData params ["","","_apperance","","","_loadout"];
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// get current weapon to send to param for selectWeapon
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_currentWeapon = _apperance param [4,""];
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_newPlyr setUnitLoadout [_loadout, false];
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// _newPlyr setUnitLoadout [_loadout, false];
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// Workaround for Client / Server synchronizing issue in unitloadout
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_Primary = _loadout select 0;
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_loadout set [0,[]];
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_newPlyr setunitloadout _loadout;
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_primaryweapon = _Primary deleteat 0;
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{
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if (_x isequaltype []) then {
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_newPlyr addMagazine _x;
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};
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} foreach _Primary;
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_newPlyr addweapon _primaryweapon;
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removeAllPrimaryWeaponItems _newPlyr;
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{
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if (_x isequaltype "") then {
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_newPlyr addPrimaryWeaponItem _x;
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};
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} forEach _Primary;
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diag_log format["DEBUG: loaded player %1 with new schema Version %2", _newPlyr, _schemaVersion];
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} else {
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@ -324,11 +343,6 @@ 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 extra setUnitLoadout is the cause for random duping on login (it seems it is, however now we have random loading issue.)
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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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// add to cleanup
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addToRemainsCollector[_newPlyr];
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