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Properly disable town generator and plant spawner loops
Stops intensive loop from running unnecessarily when dayz_townGenerator = false; The comfrey plants are pointless atm since the only thing they may be used for is crafting a sepsis bandage. Also added waterHoleProxy for Napf and Namalsk placed by @skigoggles Vanilla commit: https://github.com/DayZMod/DayZ/commit/b5a91250865db7f3bdce7f0d2bfc676be27d7884
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@@ -62,7 +62,6 @@ _insideloop = {
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};
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for "_i" from 1 to 2048 do {
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if (!dayz_townGenerator) exitWith {};
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_pos = _a call psrnd;
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_pos call _insideloop;
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if (_plantcount >= dayz_maxGlobalPlants) exitWith {};
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@@ -97,8 +97,7 @@ if ((_primaryWeapon in Dayz_fishingItems) && {!dayz_fishingInprogress} && {_inVe
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s_player_fishing_veh = -1;
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};
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/*
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//FPS killer. Moved to CfgVehicles for wells
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/* //Allows drinking from hands at ponds and ambient wells, but may negatively impact performance
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if (_canDo && !_inVehicle && !dayz_isSwimming && ((call fn_nearWaterHole) select 0)) then {
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if (s_player_Drinkfromhands < 0) then {
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s_player_Drinkfromhands = player addAction [localize "STR_ACTIONS_DRINK2", "\z\addons\dayz_code\actions\water_fill.sqf","hands", 0.5, false, true];
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