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Add medic anim function with proper interrupt
Closes #1386 Vanilla commits applied:f99a3deced731b957e8eRemoved two unused files and a few variables made redundant by actionInProgress
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@@ -10,7 +10,7 @@
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failChance = 1;
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*/
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//diag_log("crafting system");
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private ["_config","_input","_output","_required","_failChance","_hasInput","_availabeSpace","_classname","_isClass","_onLadder","_hasTools","_avail","_selection","_item","_amount","_itemName","_freeSlots","_slotType","_i","_j","_dis","_sfx"];
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private ["_config","_input","_output","_required","_failChance","_hasInput","_availabeSpace","_classname","_isClass","_onLadder","_hasTools","_avail","_selection","_item","_amount","_itemName","_freeSlots","_slotType","_i","_j","_dis","_sfx","_finished"];
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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@@ -129,14 +129,15 @@ if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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//player playActionNow "PutDown";
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call gear_ui_init;
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closeDialog 1;
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player playActionNow "Medic";
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uiSleep 2;
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//setup alert and speak
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_dis=20;
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_sfx = if (_classname == "equip_rope") then {"bandage"} else {"chopwood"};
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {};
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{
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_item = _x select 0;
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_amount = _x select 2;
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@@ -155,7 +156,7 @@ if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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//uiSleep 0.1;
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};
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} forEach _input;
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uiSleep 3;
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{
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_item = _x select 0;
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_selection = _x select 1;
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