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Replaced deleting of body by hiding it
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55e7e768ca
commit
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@ -27,26 +27,6 @@ _group = createGroup _side;
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_position = getPos _oldBody;
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_newUnit = _group createUnit [typeof _oldBody, _position, [], 0, "NONE"];
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_allVariables = [_oldBody] call EFUNC(common,getAllDefinedSetVariables);
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// [NAME (STRING), TYPENAME (STRING), VALUE (ANY), DEFAULT GLOBAL (BOOLEAN)]
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{
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[_newUnit,_x select 0, _x select 2] call EFUNC(common,setDefinedVariable);
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}foreach _allVariables;
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_allVars = allVariables _oldBody;
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_public = !(local _oldBody);
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{
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_newUnit setvariable [_x, (_oldBody getvariable _x), false];
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}foreach _allVars;
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// find the remaining variables?
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if !(_public) then {
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// exec on server?
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} else {
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// Exec on client
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};
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_newUnit setVariable ["ACE_name", _name, true];
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_newUnit disableAI "TARGET";
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@ -54,7 +34,6 @@ _newUnit disableAI "AUTOTARGET";
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_newUnit disableAI "MOVE";
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_newUnit disableAI "ANIM";
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_newUnit disableAI "FSM";
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_newUnit setvariable ["ACE_isDead", true, true];
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removeallweapons _newUnit;
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removeallassigneditems _newUnit;
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@ -85,10 +64,16 @@ clearWeaponCargoGlobal (backpackContainer _newUnit);
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_newUnit selectWeapon (primaryWeapon _newUnit);
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// TODO sometimes the old body does not get cleaned up properly.
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// TODO Maybe it is better to hide the body, attach it as well, and remove the copy once we are done with it instead?
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deleteVehicle _oldBody;
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// We are attaching the old unit and hiding it, so we can keep the original unit until later.
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_oldBody attachTo [_newUnit, [0,0,0]];
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if (isMultiplayer) then {
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hideObjectGlobal _oldBody;
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} else {
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hideObject _oldBody;
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};
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_newUnit setvariable [QGVAR(copyOfUnit), _oldBody, 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 setDamage 0.89;
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_newUnit;
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@ -19,6 +19,17 @@ _target = _caller getvariable [QGVAR(carrying), objNull];
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_carrying = _caller getvariable [QGVAR(isCarrying), -1];
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if (_carrying >= 0) then {
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if !(isNull (_target getvariable [QGVAR(copyOfUnit), objNull])) then {
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_copy = _target;
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_target = _copy getvariable [QGVAR(copyOfUnit), objNull];
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if (isMultiplayer) then {
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_target hideObjectGlobal false;
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} else {
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_target hideObject false;
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};
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detach _copy;
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deleteVehicle _copy;
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};
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_caller setvariable [QGVAR(isCarrying), -1, true];
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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