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Headless - Fix end mission not respecting virtual curators #145

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merged 3 commits into from
Nov 19, 2018

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@jonpas jonpas commented Nov 18, 2018

When merged this pull request will:

@jonpas jonpas added the bug fix label Nov 18, 2018
@jonpas jonpas added this to the 3.4.0 milestone Nov 18, 2018
@jonpas jonpas changed the title Headless - Fix #105 end mission not respecting virtual curators Headless - Fix end mission not respecting virtual curators Nov 18, 2018
GVAR(endMissionCheckDelayed) = false;
TRACE_1("Players are present",count (call CBA_fnc_players));
// Exit if no players of virtual curators present
if (call CBA_fnc_players isEqualTo [] && {allCurators isEqualTo []}) exitWith {
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allCurators is the logics, which will continue to exist
Checking if this connected unit is a player seems to work
(allCurators select {isPlayer getAssignedCuratorUnit _x}) isEqualTo []

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Without this, the test would always fail if there were zeus modules down.
Tested on dedicated with a virtual zeus and it seems to work correctly
getAssignedCuratorUnit returns the virtual zeus
and isPlayer returns true when player is connected and false on disconnect

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Thanks for the test and fix!

@PabstMirror PabstMirror merged commit fc2e5ef into master Nov 19, 2018
@PabstMirror PabstMirror deleted the fixHeadlessEndVirtualZeus branch November 19, 2018 06:39
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headless - end mission feature doesn't consider virtual zeus
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