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https://github.com/Defent/DMS_Exile.git
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f0f5132867
Don't use isPlayerNearbyArray, so each object gets its own check (so that all objects don't get skipped just because a player is near one object)
31 lines
962 B
Plaintext
31 lines
962 B
Plaintext
if (DMS_DEBUG) then
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{
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diag_log ("DMS:: CLEANING UP: "+str _this);
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};
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if !((typeName _this) isEqualTo "ARRAY") then
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{
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_this = [_this];
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};
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/*
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if ([_this,20] call DMS_isPlayerNearbyARRAY) exitWith //<-----Not sure if it's more/less efficient
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{
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[30, DMS_CleanUp, _this, false] call ExileServer_system_thread_addTask;
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};
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*/
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{
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if !([_this,20] call ExileServer_util_position_isPlayerNearby) then {
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_x enableSimulationGlobal false;
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_x removeAllMPEventHandlers "mpkilled";
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_x removeAllMPEventHandlers "mphit";
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_x removeAllMPEventHandlers "mprespawn";
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_x removeAllEventHandlers "FiredNear";
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_x removeAllEventHandlers "HandleDamage";
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_x removeAllEventHandlers "Killed";
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_x removeAllEventHandlers "Fired";
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_x removeAllEventHandlers "GetOut";
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_x removeAllEventHandlers "GetIn";
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_x removeAllEventHandlers "Local";
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deleteVehicle _x;
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};
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false;
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} count _this; |