mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-20 15:12:56 +03:00
Finish Medical and Sleep to UiSleep
This commit is contained in:
@@ -38,7 +38,7 @@ if (_hasbottleitem and _hastinitem) then {
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_qty = _qty + ({_x == "ItemWaterBottleSafe"} count magazines player);
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player playActionNow "Medic";
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sleep 1;
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uiSleep 1;
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_dis=10;
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_sfx = "cook";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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@@ -8,7 +8,7 @@ _vehicle setVariable ["hasBomb",true,true];
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_vehicle addEventHandler ["GetIn",{
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//diag_log str(_this);
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sleep 2;
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uiSleep 2;
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_bombCar = _this select 0;
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_bomb = createVehicle ["Bo_GBU12_lgb",getPosATL _bombCar, [], 0, "NONE"];
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}];
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@@ -1,7 +1,7 @@
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private["_obj"];
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_obj = _this select 3;
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player playActionNow "Medic";
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sleep 6;
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uiSleep 6;
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if(_obj isKindOf "Land_fire") then {
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dayz_hasFire = objNull;
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deleteVehicle _obj;
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@@ -35,7 +35,7 @@ if (_build) then {
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem; // Added Nutrition-Factor for work
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player playActionNow "Medic";
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sleep 5;
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uiSleep 5;
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_object setPosATL _location;
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player reveal _object;
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@@ -120,7 +120,7 @@ for "_i" from 1 to 20 do {
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_cursorTarget setPosATL _pos;
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};
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sleep 1.5;
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uiSleep 1.5;
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if (r_interrupt) exitwith {
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diag_log [diag_ticktime, __FILE__, "Operation interrupted, last building deleted is:", _upgrade];
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@@ -104,7 +104,7 @@ while {_isOk} do {
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r_doLoop = false;
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_finished = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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r_doLoop = false;
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@@ -144,7 +144,7 @@ while {_isOk} do {
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};
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titleText [format["Dismantle attempt (%1 of %2).", _counter,_limit], "PLAIN DOWN"];
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sleep 0.10;
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uiSleep 0.10;
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};
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//Completed and successful
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@@ -91,7 +91,7 @@ if (_startMaintenance) then {
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r_doLoop = false;
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_finished = true;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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r_doLoop = false;
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@@ -48,7 +48,7 @@ if(_classname == "WoodenArrow") then {
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if (_broken) exitWith {DZE_CanPickup = true; deleteVehicle _holder; cutText [localize "str_broken_arrow", "PLAIN DOWN"]; };
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sleep 0.25; //Why are we waiting? Animation
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uiSleep 0.25; //Why are we waiting? Animation
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_claimedBy = _holder getVariable["claimed","0"];
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@@ -151,7 +151,7 @@ if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
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_cursorTarget setVariable["alreadyupgrading",1];
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sleep 0.03;
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uiSleep 0.03;
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//Get location and direction of old item
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_dir = round getDir _cursorTarget;
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@@ -201,7 +201,7 @@ if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
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_countr = _countr + 1;
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} count _objWpnTypes;
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sleep 3;
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uiSleep 3;
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//Light fire
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[_object,true] call dayz_inflame;
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@@ -145,7 +145,7 @@ if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
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_cursorTarget setVariable["alreadyupgrading",1];
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sleep 0.03;
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uiSleep 0.03;
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//Get location and direction of old item
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_dir = round getDir _cursorTarget;
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@@ -225,7 +225,7 @@ if ((_startUpgrade) AND (isClass(_upgradeConfig))) then {
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_countr = _countr + 1;
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} count _objWpnTypes;
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sleep 3;
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uiSleep 3;
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//publish new tent
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PVDZE_obj_Publish = [dayz_characterID,_object,[_dir, _pos],[_weapons,_magazines,_backpacks]];
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@@ -66,7 +66,7 @@ if (_hasInput) then {
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} forEach _input;
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_availabeSpace = true;
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//sleep 1;
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//uiSleep 1;
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if (_availabeSpace) then {
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player playActionNow "PutDown";
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@@ -21,7 +21,7 @@ player removeMagazine "ItemCarBomb";
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//wait a bit
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player playActionNow "Medic";
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sleep 1;
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uiSleep 1;
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//DO Animation
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_dis=20;
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@@ -10,12 +10,12 @@ _hasCrowbar = "ItemCrowbar" in items player;
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if (!_hasSledgeHammer) exitWith {
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titleText ["You need a SledgeHammer to break into this compound" , "PLAIN DOWN"];
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sleep 1;
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uiSleep 1;
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};
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if (!_hasCrowbar) exitWith {
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titleText ["You need a crowbar to break into this compound." , "PLAIN DOWN"];
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sleep 1;
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uiSleep 1;
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};
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_isOk = true;
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@@ -31,13 +31,13 @@ while {_isOk} do {
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if (!_hasSledgeHammer) exitWith {
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_proceed = nil;
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titleText ["You need a sledge hammer to break into a gate." , "PLAIN DOWN"];
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sleep 1;
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uiSleep 1;
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};
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if (!_hasCrowbar) exitWith {
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_proceed = nil;
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titleText ["You need a crowbar to break into a gate." , "PLAIN DOWN"];
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sleep 1;
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uiSleep 1;
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};
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//Run animation
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@@ -71,7 +71,7 @@ while {_isOk} do {
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r_doLoop = false;
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_finished = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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r_doLoop = false;
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@@ -121,7 +121,7 @@ while {_isOk} do {
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};
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titleText [format["Breaking into compound, attempt (%1 of %2).", _counter,_limit], "PLAIN DOWN"];
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sleep 0.03;
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uiSleep 0.03;
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};
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//Tool issues
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if (isnil "_proceed") exitwith {};
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@@ -387,7 +387,7 @@ while {r_action_count != 0 and Dayz_constructionContext select 4} do {
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};
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};
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};
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sleep 0.03;
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uiSleep 0.03;
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};
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if (!_actionBuildHidden) then { // player can't build until all is fine
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@@ -92,7 +92,7 @@ if (_woodCutting) then {
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r_doLoop = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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if(!_finished) exitWith {
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@@ -134,7 +134,7 @@ if (_woodCutting) then {
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};
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_isOk = false;
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_proceed = true;
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sleep 1;
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uisleep 1;
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};
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cutText [format [localize "str_player_24_progress", _counter,_countOut], "PLAIN DOWN"];
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};
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@@ -82,5 +82,5 @@ switch true do {
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};
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};
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sleep 1;
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uiSleep 1;
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r_action_count = 0;
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@@ -131,7 +131,7 @@ if (_output != "") then
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if (vehicle player == player) then
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{
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//wait a while before dropping the output item
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sleep 3;
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uiSleep 3;
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//Drop Item to ground
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_output call fn_dropItem;
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};
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@@ -118,14 +118,14 @@ if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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};
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};
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} forEach _output;
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//sleep 1;
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//uiSleep 1;
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if (_availabeSpace) then {
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//player playActionNow "PutDown";
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call gear_ui_init;
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closeDialog 1;
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player playActionNow "Medic";
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sleep 2;
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uiSleep 2;
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//setup alert and speak
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_dis=20;
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_sfx = "chopwood";
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@@ -147,10 +147,10 @@ if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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player removeMagazine _item;
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};
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};
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//sleep 0.1;
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//uiSleep 0.1;
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};
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} forEach _input;
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sleep 3;
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uiSleep 3;
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{
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_item = _x select 0;
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_selection = _x select 1;
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@@ -173,10 +173,10 @@ if(!r_drag_sqf and !r_player_unconscious and !_onLadder) then {
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};
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};
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cutText [format [localize "str_crafting_success",_itemName], "PLAIN DOWN"];
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//sleep 2;
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//uiSleep 2;
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} else {
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cutText [format [localize "str_crafting_failed",_itemName], "PLAIN DOWN"];
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//sleep 2;
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//uiSleep 2;
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};
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};
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} forEach _output;
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@@ -109,7 +109,7 @@ if (count _nearByPile > 0) then {
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};
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};
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} forEach _output;
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//sleep 1;
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//uiSleep 1;
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if (_availabeSpace) then {
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player playActionNow "PutDown";
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@@ -128,7 +128,7 @@ if (count _nearByPile > 0) then {
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player removeMagazine _item;
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};
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};
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//sleep 0.1;
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//uiSleep 0.1;
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};
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} forEach _input;
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@@ -154,10 +154,10 @@ if (count _nearByPile > 0) then {
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};
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};
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cutText [format [localize "str_crafting_success",_itemName], "PLAIN DOWN"];
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//sleep 2;
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//uiSleep 2;
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} else {
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cutText [format [localize "str_crafting_failed",_itemName], "PLAIN DOWN"];
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//sleep 2;
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//uiSleep 2;
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};
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};
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} forEach _output;
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@@ -46,14 +46,14 @@ if ((count _worldspace) == 2) then {
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//wait a bit
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player playActionNow "Medic";
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sleep 1;
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uiSleep 1;
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_dis=20;
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_sfx = "tentunpack";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] call player_alertZombies;
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sleep 5;
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uiSleep 5;
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//place tent (local)
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_stash = createVehicle [_stashtype, _location, [], 0, "CAN_COLLIDE"];
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_stash setdir _dir;
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@@ -11,7 +11,7 @@ if (_tape in magazines player) then {
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//Fix the bottle
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player playActionNow "Medic";
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[player,"bandage",0,false] call dayz_zombieSpeak;
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sleep 6;
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uiSleep 6;
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player removeMagazine _bottle;
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player removeMagazine _tape;
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player addMagazine _fixedBottle;
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@@ -20,7 +20,7 @@ if ((_tape in magazines player) && (_handle in magazines player)) then {
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//Fix the tool
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player playActionNow "Medic";
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[player,"bandage",0,false] call dayz_zombieSpeak;
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sleep 6;
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uiSleep 6;
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player removeWeapon _tool;
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player removeMagazine _tape;
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player removeMagazine _handle;
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@@ -89,7 +89,7 @@ while {_isOk} do {
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//make sure the player isnt swimming
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// wait for animation
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sleep 2;
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uiSleep 2;
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// check if player is in boat
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_vehicle = vehicle player;
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@@ -151,7 +151,7 @@ while {_isOk} do {
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if(_counter == 12) then {
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_isOk = false;
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sleep 1;
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uisleep 1;
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cutText [localize "str_fishing_failed", "PLAIN DOWN"];
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};
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};
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@@ -35,7 +35,7 @@ if ((count _worldspace) == 2) then {
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_location = _worldspace select 1;
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player playActionNow "Medic";
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sleep 1;
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uiSleep 1;
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// fireplace location may not be in front of player (but in 99% time it should)
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player setDir _dir;
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player setPosATL (getPosATL player);
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@@ -46,7 +46,7 @@ if ((count _worldspace) == 2) then {
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// Added Nutrition-Factor for work
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["Working",0,[20,40,15,0]] call dayz_NutritionSystem;
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sleep 5;
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uiSleep 5;
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_fire = createVehicle ["Land_Fire_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"];
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_fire setDir _dir;
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@@ -78,7 +78,7 @@ if (!isNull _findNearestRock) then {
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r_doLoop = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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if(!_finished) exitWith {
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@@ -121,7 +121,7 @@ if (!isNull _findNearestRock) then {
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};
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_isOk = false;
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_proceed = true;
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sleep 1;
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uisleep 1;
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};
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cutText [format[localize "str_mining_progress", _counter,(_countOut - _counter)], "PLAIN DOWN"];
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};
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@@ -116,5 +116,5 @@ for "_i" from 1 to _qtynew_create_mags_full do {
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if (_qtynew_create_ammo_rest != 0) then {
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player addMagazine [_create,_qtynew_create_ammo_rest];
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};
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sleep 1;
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uiSleep 1;
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r_action_count = 0;
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@@ -22,7 +22,7 @@ player removeMagazine _item;
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_location = getPosATL player;
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player playActionNow "PutDown";
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sleep 1;
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uiSleep 1;
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_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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_object setDir (getDir player);
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@@ -90,7 +90,7 @@ while {r_doLoop} do {
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if (r_interrupt ) then {
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r_doLoop = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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};
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@@ -13,7 +13,7 @@ _infoText = "";
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//Tear the clothes
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player playActionNow "Medic";
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[player,"bandage",0,false] call dayz_zombieSpeak;
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sleep 6;
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uiSleep 6;
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player removeMagazine _skin;
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switch (_rounded) do {
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@@ -39,7 +39,7 @@ while {_i < _rounded} do {
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if (_rnd < 0.5) then {
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[player,"equip_string"] call BIS_fnc_invAdd;
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};
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sleep 0.03;
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uiSleep 0.03;
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if (!_result) then {
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systemchat (localize ("str_tear_clothes_noroom"));
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@@ -32,6 +32,6 @@ if (_removeWeapon in (weapons player)) then {
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};
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} else {
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closedialog 0;
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sleep 0.2;
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uiSleep 0.2;
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cutText [format[ localize "str_missingweapon", _text, _removeWeapon] , "PLAIN DOWN"]
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};
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@@ -43,7 +43,7 @@ if (_hasToolbox) then {
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if (_isMedic) then { _started = true; };
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if (_started and !_isMedic) then { r_doLoop = false; _finished = true; };
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if (r_interrupt) then { r_doLoop = false; };
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sleep 0.1;
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uiSleep 0.1;
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};
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r_doLoop = false;
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@@ -77,7 +77,7 @@ if (_isMan or _isAnimal or _isZombie) exitWith { cutText [localize "str_siphon_n
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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uiSleep 0.1;
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};
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r_doLoop = false;
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@@ -91,7 +91,7 @@ if (_isMan or _isAnimal or _isZombie) exitWith { cutText [localize "str_siphon_n
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} else {
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// Alternate method in water make sure player stays in one spot for 6 seconds
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_location1 = getPosATL player;
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sleep 6;
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uiSleep 6;
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_location2 = getPosATL player;
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if(_location1 distance _location2 < 3) then {
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_finished = true;
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@@ -133,7 +133,7 @@ if (_isMan or _isAnimal or _isZombie) exitWith { cutText [localize "str_siphon_n
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call fnc_usec_medic_removeActions;
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r_action = false;
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sleep 1;
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uiSleep 1;
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} else {
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_abort = true;
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};
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Reference in New Issue
Block a user