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Add better animation switch after EVR strom hit a player
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@@ -422,9 +422,7 @@ fnc_evr = {
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if (player hasWeapon _tool) then {
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if (random 1 <= DZE_EVRDamageItemsChance) then {
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player removeWeapon _tool;
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if !(player hasWeapon (_x select 1)) then { // prevent duplicates
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player addWeapon (_x select 1);
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};
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(_x select 1) call player_addDuplicateTool;
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_items set [count _items, (getText(configFile >> "CfgWeapons" >> _tool >> "displayName"))];
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};
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};
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@@ -441,8 +439,16 @@ fnc_evr = {
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if (!_hasAPSI) then {
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if (player == vehicle player) then {
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uiSleep 10; // 10 second knockout.
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player switchMove "";
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[objNull, player, rSwitchMove, ""] call RE;
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[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
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player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed";
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PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"];
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publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients
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player playMoveNow "AmovPpneMstpSnonWnonDnon_healed";
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if ({getNumber (configFile >> "CfgWeapons" >> _x >> "type") in [1,2]} count (weapons player) > 0) then {
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//Prevent firing while weapon is still shown on back or holstered. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be 1)
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waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])};
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};
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};
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} else {
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cutRsc ["RscAPSI_End","PLAIN"];
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