
This commit renames the `companyGenerals` variable to `companyShareholders` to better reflect its intended purpose and usage within the codebase. The change affects the following files: - `addons/main/config.cpp`: Renames the `companyGenerals` config entry to `companyShareholders`. - `addons/init/functions/fnc_handleServerState.sqf`: Updates the variable name used when saving company state. - `addons/db/functions/fnc_loadGameState.sqf`: Updates the variable name used when loading company state. - `addons/db/functions/fnc_saveGameState.sqf`: Updates the variable name used when saving company state. - `addons/init/functions/fnc_handleServerStateLoad.sqf`: Updates the variable name used when loading company state from the server. This change ensures consistency and clarity in the codebase, making it easier to understand and maintain. The `companyGarageUnlocks` variable was also removed from the save/load functions as it was not being used.
70 lines
2.4 KiB
Plaintext
70 lines
2.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Function: forge_server_db_fnc_saveGameState
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* Author: J. Schmidt
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*
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* Description:
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* Collects and saves the current game state to mission or profile namespace
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*
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* Arguments:
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* 0: _nameSpace - Namespace to save to (mission, profile) <STRING> (default: mission)
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*
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* Return Value:
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* Success <BOOL>
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*/
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params [["_nameSpace", "mission", [""]]];
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if (isNil "companyFunds") then { companyFunds = 0 };
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if (isNil "companyRating") then { companyRating = 0 };
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if (isNil "companyShareholders") then { companyShareholders = [] };
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if (isNil "companyGarageUnlocks") then { companyGarageUnlocks = [] };
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private _companyState = createHashMapFromArray [
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["key", "CompanyState"],
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["funds", companyFunds],
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["rating", companyRating],
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["operations", companyShareholders]
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];
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if (_nameSpace == "mission") then {
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["companyStore", "CompanyState", _companyState] call FUNC(saveToMission);
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} else {
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["companyStore", "CompanyState", _companyState] call FUNC(saveToProfile);
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};
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{
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if (alive _x) then {
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private _playerState = createHashMapFromArray [
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["key", getPlayerUID _x],
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["armory_unlocks", GETVAR(_x,FORGE_Armory_Unlocks,_default_armory_unlocks)],
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["garage_unlocks", GETVAR(_x,FORGE_Garage_Unlocks,_default_garage_unlocks)],
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["locker", GETVAR(_x,FORGE_Locker,[])],
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["garage", GETVAR(_x,FORGE_Garage,[])],
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["cash", GETVAR(_x,FORGE_Cash,0)],
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["bank", GETVAR(_x,FORGE_Bank,0)],
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["number", GETVAR(_x,FORGE_Phone_Number,"unknown")],
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["email", GETVAR(_x,FORGE_Email,"unknown@spearnet.mil")],
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["paygrade", GETVAR(_x,FORGE_Paygrade,"E1")],
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["reputation", rating _x],
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["loadout", getUnitLoadout _x],
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["holster", GETVAR(_x,FORGE_Holster_Weapon,true)],
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["position", getPosASLVisual _x],
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["direction", getDirVisual _x]
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];
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if (isNull objectParent _x) then {
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_playerState set ["currentWeapon", currentMuzzle _x];
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_playerState set ["stance", stance _x];
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};
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if (_nameSpace == "mission") then {
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["playerStore", getPlayerUID _x, _playerState] call FUNC(saveToMission);
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} else {
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["playerStore", getPlayerUID _x, _playerState] call FUNC(saveToProfile);
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};
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};
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} forEach playableUnits;
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true |