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49 lines
1.4 KiB
Plaintext
49 lines
1.4 KiB
Plaintext
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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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["hideObjectGlobal", [_target, true]] call EFUNC(common,serverEvent);
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if (isNil QGVAR(bodiesToDelete)) then {GVAR(bodiesToDelete) = [];};
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GVAR(bodiesToDelete) pushBack _target;
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//Start up PFEH to wait for bodies to be free to delete
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if ((count GVAR(bodiesToDelete)) == 1) then {
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TRACE_1("starting PFEH",GVAR(bodiesToDelete));
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[{
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{
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TRACE_2("body",_x,isPlayer _x);
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if ((!isNull _x) && {!isPlayer _x}) then {deleteVehicle _x};
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} forEach GVAR(bodiesToDelete);
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//deleteVehicle doesn't have instant results so it won't usualy be filtered until next run
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GVAR(bodiesToDelete) = GVAR(bodiesToDelete) - [objNull];
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if (GVAR(bodiesToDelete) isEqualTo []) then {
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TRACE_1("array emptied - rem PFEH",GVAR(bodiesToDelete));
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
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}, 20, []] call CBA_fnc_addPerFrameHandler;
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};
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nil
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