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Update vanilla fence damage
Vanilla commits:b56d85eb992eb963dc3f8b4a985cf6
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@@ -80,29 +80,26 @@ _damage = switch (1==1) do {
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};
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//Just incase damage from melee is 0 (higher tier fences have no melee damage) we return false
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if (_damage == 0) then { _damage = false; };
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//if (_damage == 0) then { _damage = false; };
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/*
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//Server running or client
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//Server running or client
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if (_damage > 0) then {
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if (isServer) then {
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if !(_obj in needUpdate_FenceObjects) then {
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needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj];
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};
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//TotalDamage Set by the server
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_obj setDamage (damage _obj) + _damage;
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[_obj,(damage _obj) + _damage,"SERVER",dayz_serverKey] call server_addtoFenceUpdateArray;
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//diag_log format["Server Reporting - %1",needUpdate_FenceObjects];
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} else {
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//If its a client send to server for saving and damage setting.
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PVDZ_fence_Update = [_obj,(damage _obj) + _damage];
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PVDZ_fence_Update = [_obj,(damage _obj) + _damage,dayz_playerUID,dayz_authKey];
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publicVariableServer "PVDZ_fence_Update";
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//diag_log ("Client Reporting");
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};
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*/
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};
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diag_log format["Object: %1, Damage:%4 + %5(%2), Projectile:%3",(typeof _obj),((damage _obj) + _damage),((_this select 0) select 4),(damage _obj),_damage];
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// all "HandleDamage event" functions should return the effective damage that the engine will record for that part
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(damage _obj) + _damage
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//(damage _obj) + _damage
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false
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