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Better "watch through" fix
Thx to @mgtdb for his help and switchCamera tip!
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@ -10,16 +10,31 @@ if (EPOCH_IsAutoRunning) then {
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};
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};
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if (animationstate player in ['aadjpknlmstpsraswpstddown','aadjpknlmstpsraswrflddown'] && cameraview == 'GUNNER' && (player weapondirection (currentweapon player)) select 2 < -0.88) then {
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if (player == vehicle player && {getPosATL player select 2 > 0.4} && {cameraview == 'GUNNER'}) then {
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_weapondir = player weapondirection (currentweapon player);
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if (animationstate player in ['aadjpknlmstpsraswpstddown','aadjpknlmstpsraswrflddown'] && {_weapondir select 2 < -0.88}) then {
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player switchCamera "EXTERNAL";
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player playAction "AdjustF";
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_fadedblack = true;
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TitleText ['Stop BugUsing!','BLACK FADED'];
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}
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else {
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if(_fadedblack) then {
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[] spawn {
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uisleep 2;
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TitleText ['','PLAIN DOWN'];
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};
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_fadedblack = false;
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_eyePos = eyepos player;
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_eyedist = 0.25;
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_end = [((_eyePos select 0)+_eyedist*(_weapondir select 0)),((_eyePos select 1)+_eyedist*(_weapondir select 1)),((_eyePos select 2)+_eyedist*(_weapondir select 2))];
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_objects = lineintersectswith [_eyePos,_end,player];
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_objects = _objects select {_x iskindof "Constructions_static_F"};
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if !(_objects isequalto []) then {
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player switchCamera "EXTERNAL";
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_fadedblack = true;
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TitleText ['Stop BugUsing!','BLACK FADED'];
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}
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else {
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call _UnFadeCheck;
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};
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};
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}
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else {
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call _UnFadeCheck;
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};
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@ -15,6 +15,15 @@ _clientAliveTimer = diag_tickTime;
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// Fade Black Screen
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_fadedblack = false;
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_UnFadeCheck = {
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if(_fadedblack) then {
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[] spawn {
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uisleep 1.5;
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TitleText ['','PLAIN DOWN'];
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};
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_fadedblack = false;
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};
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};
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// Lootspawner
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_LootSpawned = false;
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