client/addons/init/functions/fnc_handlePlayerLoad.sqf
Jacob Schmidt f8391463b2
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feat: Implement timesheets and pending payments in bank UI
This commit introduces the timesheet submission feature and displays pending payments in the bank UI.

The following changes were made:

- Added a "Submit Timesheet" action tile to the bank UI.
- Implemented the `handleTimesheet` function in `script.js` to handle timesheet submissions.
- Updated the UI to display pending payments based on player rating and a server-side multiplier.
- Modified server-side event handling to process timesheet submissions and calculate payments.
- Added a refresh timer to update player data every 30 seconds.
- Updated the player load event to include the player's rating.
2025-05-11 01:19:44 -05:00

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#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Handle player load from DB.
*
* Arguments:
* 0: Data from key <ARRAY|STRING|NUMBER|BOOL> (default: [])
*
* Return Value:
* None
*
* Example:
* [[_data]] call forge_client_init_fnc_handlePlayerLoad (Server or Singleplayer Only)
* [[_data]] remoteExecCall ["forge_client_init_fnc_handlePlayerLoad", 2, false] (Multiplayer Only)
*
* Public: Yes
*/
private _data = _this;
private _defaultEmail = "unknown@spearnet.mil";
private _defaultPhoneNumber = "unknown";
if (_data isEqualTo [""]) then {
2 cutText ["No Save Found!", "PLAIN DOWN", 1];
[player] spawn EFUNC(player,firstLogin);
} else {
[format ["Welcome back %1. Your persistent locker, bank, cash and profile have been loaded.", name player], "blue-grey", 5] call EFUNC(misc,notify);
for "_i" from 0 to (count _data - 1) step 2 do {
private _key = _data select _i;
private _value = _data select (_i + 1);
if (_value isEqualType []) then {
_value = _value select 0;
};
switch (_key) do {
case "reputation": {
SETPVAR(player,FORGE_Rating,_value);
player addRating _value;
};
case "loadout": {
SETPVAR(player,Loadout,_value);
player setUnitLoadout _value;
};
case "direction": {
SETPVAR(player,Direction,_value);
player setDir _value;
};
case "cash": {
SETPVAR(player,FORGE_Cash,_value);
};
case "bank": {
SETPVAR(player,FORGE_Bank,_value);
};
case "armory_unlocks": {
SETPVAR(player,Armory_Unlocks,_value);
};
case "garage_unlocks": {
SETPVAR(player,Garage_Unlocks,_value);
};
case "locker": {
SETPVAR(player,FORGE_Locker,_value);
};
case "garage": {
SETPVAR(player,FORGE_Garage,_value);
};
case "email": {
SETPVAR(player,FORGE_Email,_value);
};
case "number": {
SETPVAR(player,FORGE_Phone_Number,_value);
};
case "paygrade": {
SETPVAR(player,FORGE_PayGrade,_value);
};
case "organization": {
SETPVAR(player,FORGE_Organization,_value);
};
case "stance": {
SETPVAR(player,Stance,_value);
player playAction _value;
};
case "holster": {
SETPVAR(player,FORGE_Holster_Weapon,_value);
if (_value) then {
[player] call AFUNC(weaponselect,putWeaponAway);
};
};
case "position": {
SETPVAR(player,Position,_value);
player setPosASL _value;
private _pAlt = ((getPosATLVisual player) select 2);
private _pVelZ = ((velocity player) select 2);
if (_pAlt > 5 && _pVelZ < 0) then {
player setVelocity [0, 0, 0];
player setPosATL [((getPosATLVisual player) select 0), ((getPosATLVisual player) select 1), 1];
hint "You logged off mid air. You were moved to a safe position on the ground.";
};
};
};
};
if (needReload player == 1) then { reload player };
SETPVAR(player,value_loadDone,true);
// ["listrng", GETVAR(player,FORGE_Email,_defaultEmail), "", -1, [], "forge_client_phone_fnc_addOfflineEmail", true] spawn dragonfly_db_fnc_addTask;
["listrng", GETVAR(player,FORGE_Email,_defaultEmail), "", -1, [], "forge_client_phone_fnc_addOfflineEmail", true, netId player] remoteExec ["dragonfly_db_fnc_addTask", 2, false];
// ["listrng", GETVAR(player,FORGE_Phone_Number,_defaultPhoneNumber), "", -1, [], "forge_client_phone_fnc_addOfflineMsg", true] spawn dragonfly_db_fnc_addTask;
["listrng", GETVAR(player,FORGE_Phone_Number,_defaultPhoneNumber), "", -1, [], "forge_client_phone_fnc_addOfflineMsg", true, netId player] remoteExec ["dragonfly_db_fnc_addTask", 2, false];
};