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Add sanity checks, fix explosives checks
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ef95e278f9
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@ -18,11 +18,6 @@
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params ["_unit", "_key"];
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params ["_unit", "_key"];
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if (_key != 1) exitWith {};
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if (_key != 1 || {!GVAR(pfeh_running)}) exitWith {};
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if (_unit == ACE_player &&
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{([_unit, objNull, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} &&
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{(_magClassname in (magazines _unit))}
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) exitWith {};
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GVAR(placeAction) = PLACE_CANCEL;
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GVAR(placeAction) = PLACE_CANCEL;
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@ -141,6 +141,13 @@ GVAR(TweakedAngle) = 0;
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//Don't allow placing in a bad position:
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//Don't allow placing in a bad position:
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if (_badPosition && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
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if (_badPosition && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
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if (_unit != ACE_player ||
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{!([_unit, objNull, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} ||
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{!(_magClassname in (magazines _unit))}
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) then {
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GVAR(placeAction) = PLACE_CANCEL;
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};
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if (GVAR(placeAction) != PLACE_WAITING) then {
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if (GVAR(placeAction) != PLACE_WAITING) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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[_pfID] call CBA_fnc_removePerFrameHandler;
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GVAR(pfeh_running) = false;
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GVAR(pfeh_running) = false;
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@ -18,7 +18,7 @@
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params ["_unit", "_key"];
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params ["_unit", "_key"];
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if (_key != 1) exitWith {};
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if (_key != 1 || {GVAR(deployPFH) == -1}) exitWith {};
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// enable running again
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// enable running again
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[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
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@ -20,7 +20,7 @@
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params ["_unit", "_key"];
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params ["_unit", "_key"];
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if (_key != 1) exitWith {};
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if (_key != 1 || {isNull GVAR(ladder)}) exitWith {};
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// enable running again
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// enable running again
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[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
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@ -18,7 +18,7 @@
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params ["_unit", "_key"];
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params ["_unit", "_key"];
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if (_key != 1) exitWith {};
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if (_key != 1 || {GVAR(digPFH) == -1}) exitWith {};
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// enable running again
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// enable running again
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[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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