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Fix Zeus teleport players module (#5175)
* Add dummy function to zeus UI modules This removes the message about the module having no function when in SP. * Fix zeus teleport module for non-local units BI made a change to the function this module was using. So now it has to be ran local to the player in question.
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@ -37,6 +37,7 @@ PREP(displayTextPicture);
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PREP(displayTextStructured);
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PREP(doAnimation);
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PREP(doGesture);
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PREP(dummy);
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PREP(dropBackpack);
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PREP(endRadioTransmission);
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PREP(eraseCache);
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12
addons/common/functions/fnc_dummy.sqf
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12
addons/common/functions/fnc_dummy.sqf
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@ -0,0 +1,12 @@
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/*
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* Author: SilentSpike
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* A dummy function which does nothing. Can be useful.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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@ -86,6 +86,7 @@ class CfgVehicles {
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class GVAR(moduleBase): Module_F {
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author = ECSTRING(common,ACETeam);
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category = "ACE";
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function = QEFUNC(common,dummy);
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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@ -10,6 +10,7 @@
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// Global skill module PVs values for persistence, just listen for the PV
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QGVAR(GlobalSkillAI) addPublicVariableEventHandler FUNC(moduleGlobalSetSkill);
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[QGVAR(moveToRespawnPosition), BIS_fnc_moveToRespawnPosition] call CBA_fnc_addEventHandler;
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[QGVAR(moduleDefendArea), CBA_fnc_taskDefend] call CBA_fnc_addEventHandler;
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[QGVAR(modulePatrolArea), CBA_fnc_taskPatrol] call CBA_fnc_addEventHandler;
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[QGVAR(moduleSearchNearby), CBA_fnc_searchNearby] call CBA_fnc_addEventHandler;
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@ -36,9 +36,10 @@ if (_group) then {
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private _attached = attachedTo _logic;
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if (isNull _attached) then {
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[_x, _logic] call BIS_fnc_moveToRespawnPosition;
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// Function takes position AGL and must be ran where local
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[QGVAR(moveToRespawnPosition), [_x, _logic modelToWorld [0,0,0]], _x] call CBA_fnc_targetEvent;
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} else {
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[_x, _attached] call BIS_fnc_moveToRespawnPosition;
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[QGVAR(moveToRespawnPosition), [_x, _attached], _x] call CBA_fnc_targetEvent;
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};
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} forEach _player;
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