2016-02-13 23:59:11 +00:00
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/*
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* Author: PabstMirror
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* Removes corpse. Idealy it is just deleted the next frame,
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* but player bodies cannot be deleted until they respawn, so it is hidden and deleted later.
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*
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* Arguments:
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* 0: Mr Body <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [cursorTarget] call ace_medical_fnc_serverRemoveBody
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_target"];
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TRACE_2("",_target,isPlayer _target);
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//Hide the body globaly
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2016-06-03 19:38:16 +00:00
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[QEGVAR(common,hideObjectGlobal), [_target, true]] call CBA_fnc_serverEvent;
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2016-02-13 23:59:11 +00:00
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if (isNil QGVAR(bodiesToDelete)) then {GVAR(bodiesToDelete) = [];};
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GVAR(bodiesToDelete) pushBack _target;
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2016-02-29 02:33:51 +00:00
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// Start up a loop to wait for bodies to be free to delete
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2016-06-21 17:13:32 +00:00
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if ((count GVAR(bodiesToDelete)) == 1) then {
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2016-02-29 02:33:51 +00:00
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[] call FUNC(bodyCleanupLoop);
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2016-02-13 23:59:11 +00:00
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};
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nil
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