/* Author: Benny Name: Server_PlayerDisconnected.sqf Parameters: 0 - User ID 1 - User Name Description: This file is called upon a player disconnection, the player's information are updated. */ Private ['_buildings','_closestRespawn','_cmdrTeam','_funds','_get','_hq','_name','_respawnLoc','_side','_sideText','_slotIndex','_team','_units','_uid']; _uid = _this select 0; _name = _this select 1; diag_log Format["[WFBE (INFORMATION)][frameno:%3 | ticktime:%4] Server_PlayerDisconnected: Player %1 (%2) has left the game",_name,_uid,diag_frameno,diag_tickTime]; //--- Grab the player info (if they exist). _get = Format["WFBE_JIP_USER%1",_uid] Call GetNamespace; if (isNil '_get') exitWith {diag_log Format ["[WFBE (INFORMATION)][frameno:%3 | ticktime:%4] Server_PlayerDisconnected: Player %1 (%2) don't have any information stored.",_name,_uid,diag_frameno,diag_tickTime]}; //--- Check this mess. _side = _get select 4; _sideText = str _side; _slotIndex = _get select 1; _team = Call Compile Format ["group %1",_get select 6]; if (isNull _team) exitWith {diag_log Format ["[WFBE (INFORMATION)][frameno:%3 | ticktime:%4] Server_PlayerDisconnected: Player %1 (%2) team is null.",_name,_uid,diag_frameno,diag_tickTime]}; //--- MySQL Update. if (mysql && !gameOver) then { Private ['_strTrans']; _strTrans = if (_side == west) then {'west'} else {'east'}; WF_Logic setVariable ["WF_MYSQL_SERVER",(WF_Logic getVariable "WF_MYSQL_SERVER") + [Format ["MYSQLDATA?WFBE_Disconnect_Player?%1?%2?%3?%4?%5",_uid,_name,round(time - (_get select 5)),_strTrans,worldName]]]; }; //--- Force the unit out if it has a vehicle. if !(isNull(assignedVehicle (leader _team))) then { unassignVehicle (leader _team); [leader _team] orderGetIn false; [leader _team] allowGetIn false; }; //--- Is unit driving the HQ? _hq = (_sideText) Call GetSideHQ; if (vehicle(leader _team) == _hq) then {(leader _team) action ["EJECT", _hq]}; //--- Keep AI over JIP? if !(paramKeepAI) then { diag_log Format ["[WFBE (INFORMATION)][frameno:%7 | ticktime:%8] Server_PlayerDisconnected: Removing units (Team: %1, Team Side: %2, Team Leader: %3) for Player %4 (%5) DEBUG:%6.",_team,side _team,leader _team,_name,_uid,_get,diag_frameno,diag_tickTime]; _units = units _team; _units = _units - [leader _team]; _units = _units + ([_team,false] Call GetTeamVehicles) - [_hq]; {deleteVehicle _x} forEach _units; }; //--- Save the Client Cash. _funds = _team Call GetTeamFunds; _get set [2,_funds]; //--- SetPos the AI. _buildings = (_sideText) Call GetSideStructures; _respawnLoc = _hq; if (count _buildings > 0) then { _closestRespawn = [leader _team,_buildings] Call SortByDistance; _respawnLoc = _closestRespawn select 0; }; (leader _team) setPos ([getPos _respawnLoc,20,30] Call GetRandomPosition); //--- ISIS. if (('WFBE_ISIS' Call GetNamespace) != 0) then {(leader _team) addEventHandler['handleDamage',{_this Call ISIS_Wound}]}; //--- Update. [Format["WFBE_JIP_USER%1",_uid],_get,true] Call SetNamespace; //--- Player was commander?. _cmdrTeam = (_side) Call GetCommanderTeam; if !(isNull (_cmdrTeam)) then { if (_team == _cmdrTeam) then { WF_Logic setVariable [Format ["%1CommanderTeam",_sideText],objNull,true]; WFBE_LocalizeMessage = [_side,'CLTFNCLOCALIZEMESSAGE',['CommanderDisconnected']]; publicVariable 'WFBE_LocalizeMessage'; //--- High Command (Remove). if (paramHighCommand && count (hcAllGroups (leader _team)) > 0) then {HCRemoveAllGroups (leader _team)}; //--- AI Can move freely now & respawn at the default location. {[_x,false] Call SetTeamAutonomous;[_x, ""] Call SetTeamRespawn;} forEach (Format["WFBE_%1TEAMS",_sideText] Call GetNamespace); }; };