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https://github.com/EpochModTeam/DayZ-Epoch.git
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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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@@ -148,9 +148,7 @@ if (isNil "keyboard_keys") then {
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};
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};
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_interrupt = {
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if (vehicle player == player) then { //allow med actions in moving vehicles
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r_interrupt = true;
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};
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r_interrupt = true;
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if (DZE_Surrender) then {call dze_surrender_off};
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if (dayz_autoRun) then {call dayz_autoRunOff;};
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};
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@@ -187,13 +185,6 @@ if (isNil "keyboard_keys") then {
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};
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_handled = true;
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};
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// tents and stash construction
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_object = player getVariable ["constructionObject", objNull];
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if (!isNull _object) then {
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_dir = getDir _object - 3;
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_object setDir _dir;
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_handled = true;
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};
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dayz_dodge = true;
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};
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_build_right = {
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@@ -210,35 +201,29 @@ if (isNil "keyboard_keys") then {
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};
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_handled = true;
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};
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// tents and stash construction
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_object = player getVariable ["constructionObject", objNull];
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if (!isNull _object) then {
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_dir = getDir _object + 3;
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_object setDir _dir;
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_handled = true;
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};
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dayz_dodge = true;
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};
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_build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
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_build_str8OnOff = {
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r_interrupt = true;
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if (0 != count Dayz_constructionContext) then {
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Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ];
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_handled = true;
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r_interrupt = true;
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};
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if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
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//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
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_handled = true;
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};
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if (player isKindOf "PZombie_VB") then {
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if (player isKindOf "PZombie_VB") then {
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_handled = true; // do not allow player zombies to vault or jump
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} else {
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_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
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_nearbyObjects = nearestObjects [getPosATL player, dayz_disallowedVault, 8];
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if (count _nearbyObjects > 0) then {
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if ((diag_tickTime - dayz_lastCheckBit > 4)) then {
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if (diag_tickTime - dayz_lastCheckBit > 4) then {
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[objNull, player, rSwitchMove,"GetOver"] call RE;
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player playActionNow "GetOver";
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dayz_lastCheckBit = diag_tickTime;
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