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Removed backups...
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de40c06758
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@ -66,7 +66,6 @@ if ((random 100) < _lootBias) then {
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} forEach _loots;
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} forEach _loots;
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if !(_possibleLoots isEqualTo []) then {
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if !(_possibleLoots isEqualTo []) then {
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systemchat format ["Loot Spawned - lootLimit: %1",_lootLimit];
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for "_i" from 1 to _lootLimit do
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for "_i" from 1 to _lootLimit do
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{
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{
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_return = true;
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_return = true;
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@ -3,4 +3,3 @@ call epoch_favBar_refresh;
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// process loot
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// process loot
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_LootBiasAdd = _LootBiasAdd call _lootBubble;
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_LootBiasAdd = _LootBiasAdd call _lootBubble;
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systemchat str _LootBiasAdd;
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@ -243,17 +243,6 @@ _lootBubble = {
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if (_distanceTraveled > 10) then {
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if (_distanceTraveled > 10) then {
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_lastPlayerPos = _playerPos;
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_lastPlayerPos = _playerPos;
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if (_distanceTraveled < 100) then {
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if (_distanceTraveled < 100) then {
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/*
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_minlootdist = 30;
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_maxlootdist = 80;
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_dir = 30;
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if (player == vehicle player) then {
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_LootBiasAdd = _LootBiasAdd + 1;
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_minlootdist = 15;
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_maxlootdist = 50;
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_dir = 45;
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};
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*/
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_minlootdist = 30;
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_minlootdist = 30;
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_maxlootdist = 75;
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_maxlootdist = 75;
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_dir = 30;
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_dir = 30;
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@ -263,14 +252,11 @@ _lootBubble = {
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_maxlootdist = 50;
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_maxlootdist = 50;
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_dir = 45;
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_dir = 45;
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};
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};
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// _lootDist = _minlootdist + (_maxlootdist - _minlootdist)/2;
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_lootDist = (_distanceTraveled max _minlootdist) min _maxlootdist;
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_lootDist = (_distanceTraveled max _minlootdist) min _maxlootdist;
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systemchat format ["lootDist: %1",_lootDist];
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_lootLoc = player getRelPos [_lootDist, (random [-_dir,0,_dir])];
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_lootLoc = player getRelPos [_lootDist, (random [-_dir,0,_dir])];
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if (surfaceiswater _lootLoc) then {
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if (surfaceiswater _lootLoc) then {
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_lootLoc set [2,(getPosASL vehicle player) select 2];
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_lootLoc set [2,(getPosASL vehicle player) select 2];
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};
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};
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// _objects = (_lootLoc nearObjects 50) select {
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_objects = (nearestObjects [_lootLoc, [], 50]) select {
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_objects = (nearestObjects [_lootLoc, [], 50]) select {
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!(_x in EPOCH_LootedBlds) &&
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!(_x in EPOCH_LootedBlds) &&
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{_x distance player > _minlootdist} &&
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{_x distance player > _minlootdist} &&
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@ -289,7 +275,6 @@ _lootBubble = {
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if (count _objects > 4) then { // remove the farthest away buildings
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if (count _objects > 4) then { // remove the farthest away buildings
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_objects resize 4;
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_objects resize 4;
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};
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};
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systemchat format ["possible buildings: %1",count _objects];
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// diag_log format["DEBUG: loot objects %1",_objects];
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// diag_log format["DEBUG: loot objects %1",_objects];
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_jammer = (_lootLoc nearObjects ["PlotPole_EPOCH", _buildingJammerRange + 50]) + (_lootLoc nearObjects ["ProtectionZone_Invisible_F", 25]);
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_jammer = (_lootLoc nearObjects ["PlotPole_EPOCH", _buildingJammerRange + 50]) + (_lootLoc nearObjects ["ProtectionZone_Invisible_F", 25]);
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if (!(_objects isEqualTo[]) && (_jammer isEqualTo[])) then {
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if (!(_objects isEqualTo[]) && (_jammer isEqualTo[])) then {
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