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Allow resetting existing spectators
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9026db9b3c
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@ -21,7 +21,8 @@ _unit = player;
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_target = _this select 0;
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_target = _this select 0;
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_set = if (count _this > 1) then {_this select 1} else {true};
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_set = if (count _this > 1) then {_this select 1} else {true};
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if (_set isEqualTo (_unit getVariable [QGVAR(isSpectator), false])) exitWith {};
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// No change, no service (but allow spectators who respawn to be reset)
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if !(_set || (_unit getVariable [QGVAR(isSpectator), false])) exitWith {};
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// Prevent player falling into water
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// Prevent player falling into water
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_unit enableSimulation !_set;
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_unit enableSimulation !_set;
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@ -67,7 +68,10 @@ if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {[_unit, _set] cal
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_unit allowDamage !_set;
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_unit allowDamage !_set;
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_unit setVariable [QEGVAR(medical,allowDamage), !_set];
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_unit setVariable [QEGVAR(medical,allowDamage), !_set];
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// Mark spectator state for external reference
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// No theoretical change if an existing spectator was reset
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if !(_set && (_unit getVariable [QGVAR(isSpectator), false])) then {
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// Mark spectator state for reference
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_unit setVariable [QGVAR(isSpectator), _set];
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_unit setVariable [QGVAR(isSpectator), _set];
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["spectatorChanged",[_set]] call EFUNC(common,localEvent);
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["spectatorChanged",[_set]] call EFUNC(common,localEvent);
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};
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