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Switched to canInteractConditions
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7bc6fa3c3b
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@ -37,7 +37,7 @@ if (GVAR(keyDown)) then {
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_numInteractions = 0;
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// Prevent interacting with yourself or your own vehicle
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if (_target != ACE_player && {_target != vehicle ACE_player} && {_target getvariable [QEGVAR(interaction,enabled), true]}) then {
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if (_target != ACE_player && {_target != vehicle ACE_player}) then {
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// Iterate through object actions, find base level actions and render them if appropiate
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_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
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@ -15,6 +15,9 @@ GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"];
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["carryObjectDropped", FUNC(onCarryObjectDropped)] call ace_common_fnc_addEventHandler;
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["interactMenuClosed", {[objNull, false] call FUNC(displayPatientInformation); }] call ace_common_fnc_addEventHandler;
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[QGVAR(disableInteraction), {!((_this select 1) getVariable [QGVAR(disableInteraction), false])}] call EFUNC(common,addCanInteractWithCondition);
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// Initialize all effects
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_fnc_createEffect = {
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private ["_type", "_layer", "_default"];
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@ -73,10 +73,11 @@ if (isMultiplayer) then {
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};
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_newUnit setvariable [QGVAR(copyOfUnit), _oldBody, true];
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_oldBody setvariable [QGVAR(hasCopy), _newUnit, true];
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_newUnit setvariable ["ACE_isDead", true, true];
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_newUnit setvariable ["ACE_isUnconscious", true, true];
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_newUnit setvariable [QEGVAR(interaction,enabled), false, true];
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_oldBody setvariable [QEGVAR(interaction,enabled), false, true];
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_newUnit setvariable [QGVAR(disableInteraction), true, true];
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_oldBody setvariable [QGVAR(disableInteraction), true, true];
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_newUnit setDamage 0.89;
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_newUnit;
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@ -29,7 +29,8 @@ if (_carrying >= 0) then {
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};
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detach _copy;
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deleteVehicle _copy;
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_target setvariable [QEGVAR(interaction,enabled), nil, true];
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_target setvariable [QGVAR(disableInteraction), nil, true];
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_target setvariable [QGVAR(hasCopy), nil, true];
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};
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_caller setvariable [QGVAR(isCarrying), -1, true];
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