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Fix spectator template for negligible respawnDelay
When the value of respawn delay is 0 the timing of the killed and respawn events can be a little strange and result in spectator being entered but never exited. The respawn template should just do nothing when the delay is so small.
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@ -21,15 +21,17 @@
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params [["_unit",objNull,[objNull]], ["_killer",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
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private ["_vision","_pos"];
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// End mission when all are dead with respawn type "None"
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// When all are dead with respawn type "None" the mission should end
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if ((_respawn == 0) && {{alive _x} count allPlayers <= 0}) exitWith {
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[["endDeath",false],"BIS_fnc_endMission"] call EFUNC(common,execRemoteFnc);
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};
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// Some environment information can be used for the initial camera attributes
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if (isNull _killer) then {_killer = _unit};
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_vision = [-2,-1] select (sunOrMoon < 1);
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_pos = (getPosATL _unit) vectorAdd [0,0,5];
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// Enter/exit spectator based on the respawn type and whether killed/respawned
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if (alive _unit) then {
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if (_respawn == 1) then {
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[_unit,QGVAR(isSeagull)] call EFUNC(common,hideUnit);
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@ -39,6 +41,9 @@ if (alive _unit) then {
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[false] call FUNC(setSpectator);
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};
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} else {
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// Negligible respawn delay can result in entering spectator after respawn
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if (playerRespawnTime <= 1) exitWith {};
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[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
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[true] call FUNC(setSpectator);
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};
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