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Make unrelated things not explode when repairing (#8351)
_useEffects was probably inverted. Makes ERA/SLAT not explode when repairing unrelated hitpoints. See #7452.
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@ -6,6 +6,7 @@
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* Arguments:
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* 0: Local Vehicle to Damage <OBJECT>
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* 1: Total Damage <NUMBER>
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# 2: Use destruction effects <BOOL>
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*
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* Return Value:
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* None
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@ -16,7 +17,7 @@
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* Public: No
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*/
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params ["_vehicle", "_damage"];
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params ["_vehicle", "_damage", ["_useEffects", false]];
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TRACE_2("params",_vehicle,_damage);
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// can't execute all commands if the vehicle isn't local. exit here.
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@ -31,7 +32,7 @@ if (_damageDisabled) then {
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_vehicle allowDamage true;
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};
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_vehicle setDamage _damage;
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_vehicle setDamage [_damage, _useEffects];
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// restore original hitpoint damage values
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{
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@ -8,7 +8,7 @@
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* 0: Local Vehicle to Damage <OBJECT>
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* 1: Selected hitpoint INDEX <NUMBER>
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* 2: Total Damage <NUMBER>
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* 3: Skip destruction effects <BOOL>
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* 3: Use destruction effects <BOOL>
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*
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* Return Value:
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* None
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@ -19,7 +19,7 @@
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* Public: No
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*/
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params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", true]];
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params ["_vehicle", "_hitPointIndex", "_hitPointDamage", ["_useEffects", false]];
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TRACE_4("params",_vehicle,typeOf _vehicle,_hitPointIndex,_hitPointDamage);
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// can't execute all commands if the vehicle isn't local. exit here.
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