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Improved death handling
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bedde2197b
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@ -30,9 +30,6 @@ _this = _this select 1;
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switch _mode do {
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case "Init": {
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0 fadeSound 0;
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999999 cutText ["", "BLACK FADED", 0];
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GVAR(noEscape) = if (count _this > 0) then {
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_this select 0
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} else {
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@ -1,6 +1,6 @@
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/*
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* Author: SilentSpike
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* Cache necessary details and initalize spectator on death
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* Cache necessary details and process unit for spectator on death
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*
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* Arguments:
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* 0: Corpse <OBJECT>
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@ -24,8 +24,5 @@ if !(_unit getVariable [QGVAR(isSpectator),false]) then {
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GVAR(cachedSide) = side GVAR(cachedGroup);
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};
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// Remove from group to prevent appearing on HUD upon respawn
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[_unit] joinSilent grpNull;
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if (["ace_hearing"] call EFUNC(common,isModLoaded)) then {EGVAR(hearing,disableVolumeUpdate) = true};
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_delay = getNumber (missionConfigFile >> "respawnDelay");
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_delay fadeSound 0;
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999999 cutText ["", "BLACK", _delay];
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