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Readd body moving under terrain
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@ -26,13 +26,19 @@ private _clone = createVehicle [QGVAR(clone), _posATL];
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// Clone loadout
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[_clone, _target call CBA_fnc_getLoadout] call CBA_fnc_setLoadout;
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// Hide unit
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// Hide unit until it can be moved below terrain
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private _isObjectHidden = isObjectHidden _target;
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if (!_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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private _simulationEnabled = simulationEnabled _target;
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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private _isInRemainsCollector = isInRemainsCollector _target;
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// Make sure corpse isn't deleted by engine's garbage collector
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@ -53,7 +59,20 @@ private _relevantHitpoints = ["HitHead", "HitBody", "HitHands", "HitLegs"];
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// Disable all damage
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_clone allowDamage false;
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_clone setVariable [QGVAR(original), [_target, _isInRemainsCollector, _isObjectHidden], true];
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_clone setVariable [QGVAR(original), [_target, _isInRemainsCollector, _isObjectHidden, _simulationEnabled], true];
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// Turn on PhysX so that the corpse doesn't desync when moved
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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[{
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params ["_target", "_posATL"];
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// Make sure PhysX is on
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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// Move unit below terrain in order to hide it and remove its inventory access
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_target setPosATL _posATL;
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}, [_target, _posATL], 0.1] call CBA_fnc_waitAndExecute;
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// Sets the facial expression
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[[QGVAR(cloneCreated), [_target, _clone]] call CBA_fnc_globalEventJIP, _clone] call CBA_fnc_removeGlobalEventJIP;
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@ -19,11 +19,16 @@
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params ["_unit", "_clone", "_inBuilding"];
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(_clone getVariable [QGVAR(original), []]) params [["_target", objNull], ["_isInRemainsCollector", true], ["_isObjectHidden", false]];
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(_clone getVariable [QGVAR(original), []]) params [
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["_target", objNull],
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["_isInRemainsCollector", true],
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["_isObjectHidden", false],
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["_simulationEnabled", true]
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];
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// Check if unit was deleted
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if (!isNull _target) then {
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// Turn on PhysX so that unit doesn't desync when moving
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// Turn on PhysX so that the corpse doesn't desync when moved
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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private _posASL = getPosASL _clone;
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@ -33,27 +38,31 @@ if (!isNull _target) then {
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};
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[{
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params ["_target", "_clone", "_isObjectHidden", "_posASL"];
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params ["_target", "", "", "", "_posASL", "_dir"];
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// Make sure PhysX is on
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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// Set the unit's direction
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[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
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[QEGVAR(common,setDir), [_target, _dir], _target] call CBA_fnc_targetEvent;
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// Bring unit back to clone's position
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_target setPosASL _posASL;
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[{
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params ["_target", "_clone", "_isObjectHidden"];
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled"];
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if (!_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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deleteVehicle _clone;
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}, _this, 0.1] call CBA_fnc_waitAndExecute;
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}, [_target, _clone, _isObjectHidden, _posASL], 0.1] call CBA_fnc_waitAndExecute;
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}, _this, 0.25] call CBA_fnc_waitAndExecute;
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}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL, getDir _unit + 180], 0.25] call CBA_fnc_waitAndExecute;
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if (_isInRemainsCollector) then {
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addToRemainsCollector [_target];
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