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Common - Add lockInventory status effect (#9402)
Add lockInventory status effect
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@ -28,6 +28,7 @@
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["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["lockInventory", true, []] call FUNC(statusEffect_addType);
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[QGVAR(forceWalk), {
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[QGVAR(forceWalk), {
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params ["_object", "_set"];
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params ["_object", "_set"];
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@ -120,6 +121,12 @@
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_object setMass _mass;
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_object setMass _mass;
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(lockInventory), {
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params ["_object", "_set"];
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TRACE_2("lockInventory EH",_object,_set);
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_object lockInventory (_set > 0);
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}] call CBA_fnc_addEventHandler;
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//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
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//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
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//This variable is used for isPlayer checks
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//This variable is used for isPlayer checks
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if (isServer) then {
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if (isServer) then {
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