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Potential fix for duplicating
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cbc7748eef
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@ -19,6 +19,11 @@ if (isNil QGVAR(maxWeightCarryRun)) then {
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GVAR(maxWeightCarryRun) = 50;
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};
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// Extended EH doesn't fire for dead units, so add interactions manually
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{
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_x call FUNC(initPerson);
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} forEach allDeadMen;
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["isNotDragging", {!((_this select 0) getVariable [QGVAR(isDragging), false])}] call EFUNC(common,addCanInteractWithCondition);
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["isNotCarrying", {!((_this select 0) getVariable [QGVAR(isCarrying), false])}] call EFUNC(common,addCanInteractWithCondition);
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@ -16,24 +16,49 @@
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*/
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params ["_target"];
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private _clone = QGVAR(clone) createVehicle [0, 0, 0];
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// Get current position of unit, -10 m below surface
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private _posATL = getPosATL _target;
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_posATL set [2, -10];
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private _clone = createVehicle [QGVAR(clone), _posATL];
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// Clone loadout
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_clone setUnitLoadout getUnitLoadout _target;
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[_clone, _target call CBA_fnc_getLoadout] call CBA_fnc_setLoadout;
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[_clone, _target call BIS_fnc_getUnitInsignia] call BIS_fnc_setUnitInsignia;
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// Hide unit until it can be moved below terrain
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private _isObjectHidden = isObjectHidden _target;
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if (_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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private _simulationEnabled = simulationEnabled _target;
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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private _isInRemainsCollector = isInRemainsCollector _target;
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// Make sure corpse isn't deleted by engine's garbage collector
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if (_isInRemainsCollector) then {
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removeFromRemainsCollector [_target];
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};
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// Disable all damage
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_clone allowDamage false;
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_clone setVariable [QGVAR(original), _target, true];
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_clone setVariable [QGVAR(original), [_target, _isInRemainsCollector, _isObjectHidden, _simulationEnabled], true];
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// Turn on PhysX so that unit is not desync when moving with 'setPos' commands
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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// Move unit below terrain in order to hide it
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_target setPosATL [0, 0, -10];
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[{
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params ["_target", "_posATL"];
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// Turn off PhysX
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[QEGVAR(common,awake), [_target, false]] call CBA_fnc_globalEvent;
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// Move unit below terrain in order to hide it
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_target setPosATL _posATL;
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}, [_target, _posATL], 0.1] call CBA_fnc_waitAndExecute;
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// Sets the facial expression
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[[QGVAR(cloneCreated), [_target, _clone]] call CBA_fnc_globalEventJIP, _clone] call CBA_fnc_removeGlobalEventJIP;
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@ -18,10 +18,10 @@
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*/
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params ["_unit", "_clone", "_inBuilding"];
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private _target = _clone getVariable [QGVAR(original), objNull];
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if (isNull _target) exitWith {objNull};
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(_clone getVariable [QGVAR(original), []]) params [["_target", objNull], ["_isInRemainsCollector", true], ["_isObjectHidden", false], ["_simulationEnabled", true]];
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// Check if unit was deleted
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if (!isNull _target) then {
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// Turn on PhysX so that unit is not desync when moving
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[QEGVAR(common,awake), [_target, true]] call CBA_fnc_globalEvent;
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@ -34,11 +34,31 @@ if (_inBuilding) then {
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// Set the unit's direction
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[QEGVAR(common,setDir), [_target, getDir _unit + 180], _target] call CBA_fnc_targetEvent;
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[{
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled", "_posASL"];
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// Bring unit back to clone's position
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_target setPosASL _posASL;
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// Turn off PhysX
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[QEGVAR(common,awake), [_target, false]] call CBA_fnc_globalEvent;
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[{
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params ["_target", "_clone", "_isObjectHidden", "_simulationEnabled"];
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if (_isObjectHidden) then {
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[QEGVAR(common,hideObjectGlobal), [_target, false]] call CBA_fnc_serverEvent;
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};
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if (_simulationEnabled) then {
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[QEGVAR(common,enableSimulationGlobal), [_target, true]] call CBA_fnc_serverEvent;
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};
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deleteVehicle _clone;
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}, _this, 0.1] call CBA_fnc_waitAndExecute;
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}, [_target, _clone, _isObjectHidden, _simulationEnabled, _posASL], 0.1] call CBA_fnc_waitAndExecute;
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if (_isInRemainsCollector) then {
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addToRemainsCollector [_target];
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};
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};
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// Detach first to prevent objNull in attachedObjects
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detach _clone;
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