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Common - Fix disableUserInput blocking respawn (#9053)
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@ -107,11 +107,24 @@ if (_state) then {
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};
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};
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GVAR(disableInputPFH) = [{
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GVAR(disableInputPFH) = [{
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if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && {isNull findDisplay IDD_INTERRUPT} && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}}) then {
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if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && {isNull findDisplay IDD_INTERRUPT} && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}}) exitWith {
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[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
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[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
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GVAR(disableInputPFH) = nil;
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GVAR(disableInputPFH) = nil;
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[true] call FUNC(disableUserInput);
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[true] call FUNC(disableUserInput);
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};
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};
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// Allow user input if the player is respawning and a respawn template (menu position or spectator)
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// is open (otherwise they cannot click the respawn button)
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if (
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!alive player
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&& {playerRespawnTime != -1}
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&& {
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missionNamespace getVariable ["BIS_RscRespawnControlsMap_shown", false]
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|| {missionNamespace getVariable ["BIS_RscRespawnControlsSpectate_shown", false]}
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}
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) exitWith {
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[false] call FUNC(disableUserInput);
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};
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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} else {
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} else {
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if (!isNil QGVAR(disableInputPFH)) then {
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if (!isNil QGVAR(disableInputPFH)) then {
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