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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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@@ -1,47 +1,25 @@
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private ["_started","_finished","_animState","_isMedic","_id","_unit","_item"];
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private ["_finished","_id","_unit","_item"];
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_unit = (_this select 3) select 0;
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_item = (_this select 3) select 1;
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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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player removeMagazine _item;
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closedialog 0;
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call fnc_usec_medic_removeActions;
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r_action = false;
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if (vehicle player == player) then {
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//not in a vehicle
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player playActionNow "Medic";
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};
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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[player,"bandage",0,false] call dayz_zombieSpeak;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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if (vehicle player != player) then {
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uiSleep 3;
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r_doLoop = false;
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_finished = true;
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};
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uiSleep 0.1;
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if (vehicle player != player) then {
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uiSleep 3;
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_finished = true;
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} else {
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_finished = ["Medic",1] call fn_loopAction;
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};
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r_doLoop = false;
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if (_finished) then {
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if ((_unit == player) or (vehicle player != player)) then {
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@@ -58,8 +36,7 @@ if (_finished) then {
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[20,0] call player_humanityChange;
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};
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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player addMagazine _item;
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};
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};
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dayz_actionInProgress = false;
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