From 251f7b8c61a877dde8276bd16ab87bcf5592006f Mon Sep 17 00:00:00 2001 From: Jeremiah <91098583+ZzBombardierzZ@users.noreply.github.com> Date: Mon, 18 Nov 2024 09:42:25 -0800 Subject: [PATCH] Update server_verifySender.sqf Fixes building and removing objects over deep water - https://github.com/EpochModTeam/DayZ-Epoch/issues/2187#issuecomment-2483699804 --- SQF/dayz_server/compile/server_verifySender.sqf | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/SQF/dayz_server/compile/server_verifySender.sqf b/SQF/dayz_server/compile/server_verifySender.sqf index 7b6569821..97e0bc656 100644 --- a/SQF/dayz_server/compile/server_verifySender.sqf +++ b/SQF/dayz_server/compile/server_verifySender.sqf @@ -11,10 +11,14 @@ local _objPos = _this select 2; //Can be object or position local _clientKey = _this select 3; local _playerUID = _this select 4; local _player = _this select 5; -local _playerPos = [_player] call fnc_getPos; +local _playerPos = getPosATL _player; //Use ATL as object position always is in ATL format. local _index = dayz_serverPUIDArray find _playerUID; +if (typeName _objPos == "OBJECT") then { //_objPos needs to be in ATL format when using distance against playerPos. + _objPos = getPosATL _objPos; +}; + local _exitReason = call { //If object or player is null distance returns 9999+ //If object or player was moved with setPos on client, position takes a second to update on server