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make bitePlayer function also work with vehicles
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@ -22,14 +22,40 @@
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NOTHING
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_animConfigArray","_animationEffect","_animationEffectGlobal","_bleedAmount","_bleedChance","_bloodpAmount","_bloodpChance","_canSee","_cfgObjectInteraction","_distance","_fatigueChance","_handle","_handles","_ppEffect","_say3dsoundsConfig","_selectedMove","_selectedSound","_soundConfigArray","_soundEffect","_soundEffectGlobal","_switchMovehandlerConfig","_toxicChance"];
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private ["_animConfigArray","_animationEffect","_animationEffectGlobal","_bleedAmount","_bleedChance","_bloodpAmount","_bloodpChance","_canSee","_cfgObjectInteraction","_distance","_doAttack","_fatigueChance","_ppEffect","_say3dsoundsConfig","_selectedMove","_selectedSound","_soundConfigArray","_soundEffect","_soundEffectGlobal","_switchMovehandlerConfig","_target","_toxicChance"];
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//[[[end]]]
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params [["_unit",objNull],["_target",player]];
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if (isNull _unit && isNull _target) exitWith {};
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if !(_target isEqualTo player) then {
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// re to other player
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[_unit,_target] remoteExec ["EPOCH_client_bitePlayer", _target];
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_doAttack = false;
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// check if target is on foot
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if (isNull objectParent _target) then {
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if (_target isEqualTo player) then {
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// handle attack for local player
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_doAttack = true;
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} else {
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// send attack to other player
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if (isplayer _target) then {
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[_unit,_target] remoteExec ["EPOCH_client_bitePlayer", _target];
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};
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};
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} else {
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// target is inside a vehicle, target entire vehicle crew
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{
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if (_x isEqualTo player) then {
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// handle attack for local player if inside vehicle
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_target = _x;
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_doAttack = true;
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} else {
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// send attack to other players
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if (isplayer _x) then {
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[_unit,_x] remoteExec ["EPOCH_client_bitePlayer", _x];
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};
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};
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} forEach (crew _target);
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};
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if (_doAttack) then {
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if !(isNull _unit && alive _unit) then {
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