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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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@@ -19,6 +19,7 @@ if (!isDedicated) then {
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fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
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fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
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fn_exitSwim = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_exitSwim.sqf";
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fn_loopAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_loopAction.sqf";
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fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
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player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
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player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
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@@ -165,7 +165,6 @@ dayz_resetSelfActions = {
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s_player_fire = -1;
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s_player_cook = -1;
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s_player_boil = -1;
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s_player_fireout = -1;
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s_player_packtent = -1;
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s_player_packtentinfected = -1;
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s_player_fillfuel = -1;
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@@ -307,7 +306,6 @@ r_antiB_done = false;
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r_antiD_done = false;
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carryClick = false;
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dayz_actionInProgress = false;
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dayz_workingInprogress = false;
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gear_done = false;
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//player warming up vars
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@@ -650,8 +648,6 @@ if (!isDedicated) then {
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dayzState = -1;
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dayz_onBack = "";
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dayz_fishingInprogress = false;
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dayz_siphonFuelInProgress = false;
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dayz_salvageInProgress = false;
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lastSpawned = diag_tickTime;
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lastSepsis = 0;
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NORRN_dropAction = -1;
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