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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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@@ -2,7 +2,7 @@
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DayZ Base Building Upgrades
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_ownerID","_qtyBP","_forEachIndex","_bpMags","_countNew","_bp2Remove","_count","_friendsArr","_vector","_temp_BP_removed_array"];
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private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_ownerID","_qtyBP","_forEachIndex","_bpMags","_countNew","_bp2Remove","_count","_friendsArr","_vector","_temp_BP_removed_array","_finished"];
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if (dayz_actionInProgress) exitWith {localize "str_epoch_player_52" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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@@ -51,9 +51,10 @@ if ((count _upgrade) > 0) then {
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} forEach _requirements;
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if (_proceed) then {
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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player playActionNow "Medic";
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {};
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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_temp_removed_array = [];
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_temp_BP_removed_array = [];
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