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simlify some select CODE statements
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@ -41,10 +41,11 @@ GVAR(Medical_ItemList) = [];
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("true" configClasses (configFile >> QEGVAR(Medical,Actions) >> "Advanced"))
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);
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// remove all numbers from list
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GVAR(Medical_ItemList) = GVAR(Medical_ItemList) select {_x isEqualType ""};
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// make list case insensitive
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GVAR(Medical_ItemList) = GVAR(Medical_ItemList) apply {
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if (_x isEqualType "") then {toLower _x};
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};
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GVAR(Medical_ItemList) = GVAR(Medical_ItemList) apply {toLower _x};
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// filter duplicates
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GVAR(Medical_ItemList) = GVAR(Medical_ItemList) arrayIntersect GVAR(Medical_ItemList);
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@ -16,15 +16,14 @@ if (GVAR(BFT_Enabled) and {(!isNil "ACE_player") and {alive ACE_player}}) then {
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_groupsToDrawMarkers = [];
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_playerSide = call EFUNC(common,playerSide);
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if !(GVAR(BFT_HideAiGroups)) then {
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_groupsToDrawMarkers = allGroups select {side _x == _playerSide};
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} else {
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_groupsToDrawMarkers = allGroups select {
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_anyPlayers = {
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[_x] call EFUNC(common,isPlayer);
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} count units _x;
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(side _x == _playerSide) && _anyPlayers > 0
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}; // @todo, simplify this
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_groupsToDrawMarkers = allGroups select {side _x == _playerSide};
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if (GVAR(BFT_HideAiGroups)) then {
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_groupsToDrawMarkers = _groupsToDrawMarkers select {
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{
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_x call EFUNC(common,isPlayer);
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} count units _x > 0;
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};
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};
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{
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@ -90,27 +90,21 @@ TRACE_1("Player is on foot or in an open vehicle","");
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_lightLevel = _lightLevel max ([_unit, _x] call EFUNC(common,lightIntensityFromObject));
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} forEach nearestObjects [_unit, ["All"], 40];
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// @todo: Illumination flares (timed)
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// Using chemlights
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_nearObjects = (_unit nearObjects ["SmokeShell", 4]) select {
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alive _x && {(typeOf _x == "Chemlight_red") || {
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(typeOf _x == "Chemlight_green") || {
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(typeOf _x == "Chemlight_blue") || {
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(typeOf _x == "Chemlight_yellow")}}}}}; // @todo, simplify this
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_nearObjects = (_unit nearObjects ["SmokeShell", 4]) select {alive _x && {toLower typeOf _x in ["chemlight_red", "chemlight_green", "chemlight_blue", "chemlight_yellow"]}};
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if (count (_nearObjects) > 0) then {
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_light = _nearObjects select 0;
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_ll = (1 - ((((_unit distance _light) - 2)/2) max 0)) * 0.4;
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if (_ll > _lightLevel) then {
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_flareTint = switch (typeOf _light) do {
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case "Chemlight_red" : {[1,0,0,1]};
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case "Chemlight_green" : {[0,1,0,1]};
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case "Chemlight_blue" : {[0,0,1,1]};
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case "Chemlight_yellow" : {[1,1,0,1]};
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_flareTint = switch (toLower typeOf _light) do {
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case "chemlight_red" : {[1,0,0,1]};
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case "chemlight_green" : {[0,1,0,1]};
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case "chemlight_blue" : {[0,0,1,1]};
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case "chemlight_yellow" : {[1,1,0,1]};
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};
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_lightTint = [_lightTint, _flareTint, (_ll - _lightLevel)/(1 - _lightLevel)] call _fnc_blendColor;
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_lightLevel = _ll;
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