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Replace BIS_fnc_sortBy by sort for interact_menu occlusion
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@ -101,7 +101,7 @@ _fnc_renderSelfActions = {
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// Iterate through base level class actions and render them if appropiate
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_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
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_classActions = missionNamespace getVariable [_actionsVarName, []];
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_pos = if !(GVAR(useCursorMenu)) then {
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_virtualPoint = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
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_wavesAtOrigin = [(positionCameraToWorld [0, 0, 0])] call EFUNC(common,waveHeightAt);
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@ -111,7 +111,7 @@ _fnc_renderSelfActions = {
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} else {
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[0.5, 0.5]
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};
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{
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_action = _x;
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[_target, _action, _pos] call FUNC(renderBaseMenu);
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@ -144,9 +144,7 @@ if (count GVAR(collectedActionPoints) > 1) then {
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// Do the oclusion pass
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// Order action points according to z
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// @todo: after 1.43 is released switch BIS_fnc_sortBy with sort
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GVAR(collectedActionPoints) = [GVAR(collectedActionPoints),[],{_x select 0},"ASCEND"] call BIS_fnc_sortBy;
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//GVAR(collectedActionPoints) sort true;
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GVAR(collectedActionPoints) sort true;
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private ["_i","_j","_delta"];
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for [{_i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
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