Code_Lock_1.30_Fix
Code Lock 1.30 Fix Makes Code Lock work on DayZ 1.30. What it fixes Code Lock compiling on 1.30 (clash with vanilla's new GetCodeLock()). Mods with Code Lock support (BaseBuildingPlus, RaG, NamantH, Fish's Knife, Lux, Drippy Sneakers and others) keep working with no changes. The code lock staying in your hands after attaching it. How to use Requires Code Lock. Add it to your -mod line, before or after Code Lock.… (more)
Code Lock 1.30 Fix Makes Code Lock work on DayZ 1.30. What it fixes Code Lock compiling on 1.30 (clash with vanilla's new GetCodeLock()). Mods with Code Lock support (BaseBuildingPlus, RaG, NamantH, Fish's Knife, Lux, Drippy Sneakers and others) keep working with no changes. The code lock staying in your hands after attaching it. How to use Requires Code Lock. Add it to your -mod line, before or after Code Lock. Server and clients both need it. Copy the key from the keys folder to your server's keys folder. Safe to run on 1.29. Don't use it together with the CDS CodeLock 1.30 patch. Other older mods failing to compile on 1.30 (UnlockServer, ToggleHeadlights and similar)? See Legacy API 1.30. If this is useful on your server, you can support development here: Need help?
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
less than 0.001% of each server frame at 100 players (0.001 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.
3 hooks · 0.00059 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 3 hooks | 0.00059 ms/s | 99.8% | Fence.CanDisplayAttachmentSlot, Fence.CanReceiveAttachment, Fence.SetActions |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Other findings
super() only on some paths · 4 · warning
- ItemBase.CombineItemsClient calls super.CombineItemsClient() only on some paths — on the others the chain below this mod is dropped.
Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:19 - ItemBase.OnRightClick calls super.OnRightClick() only on some paths — on the others the chain below this mod is dropped.
Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:24 - Fence.CanOpenFence vetoes early (returns false) on some paths and defers to super.CanOpenFence() otherwise — composes safely with vanilla's and earlier mods' conditions.
Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:39 - Fence.CanReceiveAttachment vetoes early (returns false) on some paths and defers to super.CanReceiveAttachment() otherwise — composes safely with vanilla's and earlier mods' conditions.
Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:46
- ItemBase.CombineItemsClient calls super.CombineItemsClient() only on some paths — on the others the chain below this mod is dropped.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 11 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionSingleUseBase.OnExecute |
— | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Actions\AttachJuncture130.c:13 |
Fence.GetCodeLock |
— | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:18 |
Fence.IsLocked |
— | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:24 |
Fence.CanDisplayAttachmentSlot |
T2 | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:31 |
Fence.CanOpenFence |
— | yes | conditional | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:39 |
Fence.CanReceiveAttachment |
T2 | yes | conditional | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:46 |
Fence.OnPartDismantledServer |
— | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:58 |
Fence.OnPartDestroyedServer |
— | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:76 |
Fence.SetActions |
T2 | yes | ✓ | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\Fence.c:98 |
ItemBase.CombineItemsClient |
— | yes | conditional | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:19 |
ItemBase.OnRightClick |
— | yes | conditional | Code_Lock_130_Fix.pbo::scripts\4_world\Entities\ItemBase.c:24 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Fence.CanDisplayAttachmentSlot | T2 | 8.0 | placeholder | 0.0002 |
Fence.CanReceiveAttachment | T2 | 8.0 | placeholder | 0.0002 |
Fence.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.001 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
Code_Lock_130_Fix.pbo
Code_Lock_130_FixrequiredVersion 0.1 — requiresCodeLock,GDZ_Codelock
census 1.1 · findings 1.1 · hash 52a847b237fa7052