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Add back playMoveNow in fn_unconscious.sqf
Partially reverting341d45fSee comment on341d45f
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@@ -76,11 +76,12 @@ r_player_unconsciousInProgress = false;
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4 cutRsc ["default", "PLAIN",1];
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4 cutRsc ["default", "PLAIN",1];
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if (player == vehicle player) then {
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if (player == vehicle player) then {
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// "AinjPpneMstpSnonWnonDnon" rolls from back first (jarring transition if player was knocked out prone or fell to stomach)
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[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
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[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
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player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed";
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player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed";
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PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"];
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PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"];
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publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients
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publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients
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//player playMoveNow "AmovPpneMstpSnonWnonDnon_healed";
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player playMoveNow "AmovPpneMstpSnonWnonDnon_healed";
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};
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};
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10 fadeSound 1;
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10 fadeSound 1;
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