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conform isnil checking: interact_menu
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b8329e8937
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@ -24,7 +24,7 @@ if (_target isEqualType objNull) then {
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private _namespace = GVAR(ActNamespace);
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// Exit if the action menu is already compiled for this class
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if !(isNil {_namespace getVariable _objectType}) exitWith {};
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if (!isNil {_namespace getVariable _objectType}) exitWith {};
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if (_objectType isKindOf "VirtualMan_F") exitWith { // these have config: isPlayableLogic = 1
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TRACE_1("skipping playable logic",_objectType);
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@ -41,7 +41,7 @@ private _recurseFnc = {
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{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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if (isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
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private _distance = _parentDistance;
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if (isNumber (_entryCfg >> "distance")) then {_distance = getNumber (_entryCfg >> "distance");};
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@ -24,7 +24,7 @@ if (_target isEqualType objNull) then {
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private _namespace = GVAR(ActSelfNamespace);
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// Exit if the action menu is already compiled for this class
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if !(isNil {_namespace getVariable _objectType}) exitWith {};
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if (!isNil {_namespace getVariable _objectType}) exitWith {};
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private _recurseFnc = {
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@ -34,7 +34,7 @@ private _recurseFnc = {
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{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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if (isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
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private _icon = if (isArray (_entryCfg >> "icon")) then {
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@ -16,7 +16,7 @@
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*/
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// Exit if the action menu is already compiled for zeus
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if !(isNil {missionNamespace getVariable [QGVAR(ZeusActions), nil]}) exitWith {};
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if (!isNil {missionNamespace getVariable [QGVAR(ZeusActions), nil]}) exitWith {};
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private _recurseFnc = {
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params ["_actionsCfg"];
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@ -24,7 +24,7 @@ private _recurseFnc = {
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{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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if (isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
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private _icon = if (isArray (_entryCfg >> "icon")) then {
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