diff --git a/SQF/dayz_code/compile/fn_damageActions.sqf b/SQF/dayz_code/compile/fn_damageActions.sqf index 5b117ffb6..15613da16 100644 --- a/SQF/dayz_code/compile/fn_damageActions.sqf +++ b/SQF/dayz_code/compile/fn_damageActions.sqf @@ -27,26 +27,6 @@ if (_inVehicle) then { (_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)]; }; }; - - // Cargo drop self action - if (DZE_CargoDrop && !r_player_unconscious) then { - if (_vehicle isKindOf "Air" && {(_assignedRole select 0) == "driver"} && {(([_vehicle] call FNC_GetPos) select 2) > 20}) then { - if (!r_action_cargoDrop) then { - { - if (count (_x select 0) > 0) exitWith { // Each of the inventory arrays has 2 nested arrays [[Class names],[Quantities]], so we want to check the count of class names. Otherwise it will count the two empty arrays for a false positive. - _action = _vehicle addAction ["Drop Cargo", "\z\addons\dayz_code\actions\veh_cargoDrop.sqf", _vehicle, 0, false, true]; - r_player_actions2 set [count r_player_actions2,_action]; - r_action_cargoDrop = true; - }; - } count [(getWeaponCargo _vehicle), (getMagazineCargo _vehicle), (getBackpackCargo _vehicle)]; - }; - } else { - if (r_action_cargoDrop) then { - call r_player_removeActions2; - r_action_cargoDrop = false; - }; - }; - }; if (!r_player_unconscious && !r_action2) then { r_player_lastSeat = _assignedRole; @@ -131,7 +111,6 @@ if (r_player_unconscious) then { r_player_lastVehicle = objNull; r_player_lastSeat = []; r_action_unload = false; - r_action_cargoDrop = false; }; //Lets make sure the player is looking at the target