Update GMS_fnc_processAIKill.sqf
Moved code to remove event handlers so that this is done for both legal and illegal kills.
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@ -1,6 +1,6 @@
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/*
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Handle AI Deaths
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Last Modified 3/23/17
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Last Modified 5/31/17
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By Ghostrider-DBD-
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Copyright 2016
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--------------------------
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@ -17,14 +17,6 @@ params["_unit","_killer","_isLegal"];
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_unit setVariable ["blck_cleanupAt", (diag_tickTime) + blck_bodyCleanUpTimer, true];
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/*
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if (vehicle _unit != _unit) then {
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if (count crew (vehicle _unit) isEqualTo 0) then
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{
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[vehicle _unit] call blck_fnc_releaseVehicleToPlayers;
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};
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};*/
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blck_deadAI pushback _unit;
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_group = group _unit;
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[_unit] joinSilent grpNull;
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@ -35,11 +27,13 @@ if !(isPlayer _killer) exitWith {};
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//[_unit,_killer] call blck_fnc_alertNearbyUnits;
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[_unit,_killer] call blck_fnc_alertNearbyLeader;
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_group = group _unit;
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//_group setBehavior "COMBAT";
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_wp = [_group, currentWaypoint _group];
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_wp setWaypointBehaviour "COMBAT";
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_group setCombatMode "RED";
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_wp setWaypointCombatMode "RED";
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{
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_unit removeAllEventHandlers _x;
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}forEach ["Killed","Fired","HandleDamage","HandleHeal","FiredNear","Hit"];
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_isLegal = [_unit,_killer] call blck_fnc_processIlleagalAIKills;
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@ -70,8 +64,6 @@ if (blck_useKillMessages) then
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//diag_log format["[blck] unit killed message is %1",_message,""];
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[["aikilled",_message,"victory"],playableUnits] call blck_fnc_messageplayers;
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};
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[_unit,_killer,_kills] call blck_fnc_rewardKiller;
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{
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_unit removeAllEventHandlers _x;
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}forEach ["Killed","Fired","HandleDamage","HandleHeal","FiredNear","Hit"]
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[_unit,_killer] call blck_fnc_rewardKiller;
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