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https://github.com/EpochModTeam/DayZ-Epoch.git
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Sync near player checks
Checking if the player is the closest is not always the best idea, this fixes a few dupes and syncs the distance for all player checks
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@@ -16,7 +16,7 @@ _objectCharacterID = _obj getVariable ["CharacterID","0"];
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if (DZE_Lock_Door != _objectCharacterID) exitWith {dayz_actionInProgress = false; s_player_downgrade_build = -1; localize "str_epoch_player_49" call dayz_rollingMessages;};
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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_playerNear = {isPlayer _x} count (([_obj] call FNC_GetPos) nearEntities ["CAManBase", 12]) > 1;
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if (_playerNear) exitWith {dayz_actionInProgress = false; s_player_downgrade_build = -1; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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_objectID = _obj getVariable ["ObjectID","0"];
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@@ -65,13 +65,12 @@ if ((count _upgrade) > 0) then {
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} count _refund;
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true call dz_fn_meleeMagazines;
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if(_i != 0) then {
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_location = _obj getVariable["OEMPos",(getposATL _obj)];
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if (_i != 0) then {
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_location = _obj getVariable["OEMPos",getPosATL _obj];
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_dir = getDir _obj;
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_vector = [(vectorDir _obj),(vectorUp _obj)];
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// Reset the character ID on locked doors before they inherit the newclassname
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if (_classname in DZE_DoorsLocked) then {
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_obj setVariable ["CharacterID",dayz_characterID,true];
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_objectCharacterID = dayz_characterID;
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@@ -87,9 +86,7 @@ if ((count _upgrade) > 0) then {
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format[localize "str_epoch_player_142",_text] call dayz_rollingMessages;
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if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {
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_object addEventHandler ["HandleDamage",{false}];
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};
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if (DZE_GodModeBase && {!(_classname in DZE_GodModeBaseExclude)}) then {_object addEventHandler ["HandleDamage",{false}];};
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if (DZE_permanentPlot) then {
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_ownerID = _obj getVariable["ownerPUID","0"];
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