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This commit refactors how organization funds and reputation are handled, updates task completion logic to use the new organization functions, and modifies player saving to include organization data. Additionally, it introduces string serialization/deserialization and fixes a player save loop. * **Organization Funds and Reputation:** Replaces direct server calls for handling funds and reputation with calls to the new organization functions (`EFUNC(org,addFunds)` and `EFUNC(org,addReputation)`). This centralizes fund and reputation management within the organization store. * **Task Completion Logic:** Updates task completion functions (`fnc_destroy.sqf`, `fnc_attack.sqf`, `fnc_hostage.sqf`, `fnc_hvt.sqf`, `fnc_defuse.sqf`) to use the new organization functions for adding funds and reputation upon task success or failure. Also adds notifications to inform the player of reputation and fund changes. * **Player Saving:** Modifies the player saving function (`fnc_playerDBSave.sqf`) to include the player's organization ID in the saved data. * **String Serialization/Deserialization:** Adds `serializeString` and `deserializeString` PREP macros to `XEH_PREP.hpp` and uses them in `fnc_handleOrgLoad.sqf` and `fnc_create.sqf` to handle special characters in organization and member names. * **Player Save Loop Fix:** Removes unnecessary brackets from the `call FUNC(playerDBSave)` in `fnc_playerSaveLoop.sqf`. * **Organization Purchase Verification:** Adds organization ownership verification to `fnc_handlePurchase.sqf` to ensure only the owner can make purchases using organization funds. * **Player Initialization:** Updates `fnc_initPlayer.sqf` to retrieve and set the player's organization upon initialization.
89 lines
2.8 KiB
Plaintext
89 lines
2.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Function: forge_client_init_fnc_initPlayer
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* Author: Creedcoder, J.Schmidt
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* Edit: 07.15.2024
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* Copyright © 2024 Creedcoder, J.Schmidt, All rights reserved
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*
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* Do not edit without permission!
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*
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* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivative 4.0 International License.
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* To view a copy of this license, vist https://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to Creative Commons,
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* PO Box 1866, Mountain View, CA 94042
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*
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* [Description]
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* Initialize player.
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*
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* Arguments:
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* N/A
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*
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* Return Value:
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* N/A
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*
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* Examples:
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* [] call forge_client_init_fnc_initPlayer (Server or Singleplayer Only)
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* [] remoteExecCall ["forge_client_init_fnc_initPlayer", 2, false] (Multiplayer Only)
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*
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* Public: Yes
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*/
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waitUntil { !isNull player };
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waitUntil { player == player };
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waitUntil { alive player };
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removeAllWeapons player;
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removeAllAssignedItems player;
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removeUniform player;
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removeVest player;
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removeBackpack player;
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removeGoggles player;
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removeHeadgear player;
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SETPVAR(player,value_loadDone,false);
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cutText ["Loading In...", "BLACK", 1];
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// ["hgetall", "", "", -1, [], "forge_client_init_fnc_handlePlayerLoad", true] spawn dragonfly_db_fnc_addTask;
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["hgetallid", getPlayerUID player, "", -1, [], "forge_client_init_fnc_handlePlayerLoad", true, netId player] remoteExec ["dragonfly_db_fnc_addTask", 2, false];
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[] spawn FUNC(playerSaveLoop);
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[] spawn EFUNC(interaction,initInteraction);
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waitUntil { GETVAR(player,value_loadDone,false) };
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cutText ["", "PLAIN", 1];
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waitUntil { !(isNull (findDisplay 46)) };
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(findDisplay 46) displayAddEventHandler ["KeyDown", {
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switch (_this select 1) do {
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// Interaction Interface (default key TAB)
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case ((configFile >> "CfgPatches" >> "forge_client_main" >> "interactionKey") call BFUNC(getCfgData)): {
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[] call EFUNC(interaction,openInteraction);
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false;
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};
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// Holster/Unholster (default key H)
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case ((configFile >> "CfgPatches" >> "forge_client_main" >> "holsterKey") call BFUNC(getCfgData)): {
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if ((currentWeapon player) != "" && !(GETVAR(player,FORGE_Holster_Weapon,true))) then {
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player action ["SwitchWeapon", player, player, 299];
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SETPVAR(player,FORGE_Holster_Weapon,true);
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} else {
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private _weapon = switch (true) do {
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case ((primaryWeapon player) != ""): { primaryWeapon player };
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case ((handgunWeapon player) != ""): { handgunWeapon player };
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case ((secondaryWeapon player) != ""): { secondaryWeapon player };
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default {""};
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};
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if (_weapon != "") then { player selectWeapon _weapon };
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SETPVAR(player,FORGE_Holster_Weapon,false);
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};
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false;
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};
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// Open Phone (default key P)
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case ((configFile >> "CfgPatches" >> "forge_client_main" >> "phoneKey") call BFUNC(getCfgData)): {
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[] spawn EFUNC(phone,openPhone);
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false;
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};
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default {
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false;
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};
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};
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}]; |