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small change
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@@ -1,11 +1,11 @@
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private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_playerNear"];
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if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
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TradeInprogress = true;
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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// Test cannot lock while another player is nearby
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//_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
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//if(_playerNear) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_104") , "PLAIN DOWN"]; };
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//if(_playerNear) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_104") , "PLAIN DOWN"]; };
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// [part_out,part_in, qty_out, qty_in, loc];
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@@ -227,4 +227,4 @@ if (_qty >= _qty_in) then {
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};
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};
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TradeInprogress = false;
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DZE_ActionInProgress = false;
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