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Prevent errors if zombie is deleted suddenly
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@@ -20,6 +20,7 @@ _playerDodged = false;
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if (_type != "zombie") exitWith { diag_log ("not a zombie"); }; // we deal only with zombies in this function
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if (_unit distance _vehicle > 3) exitWith {}; // distance too far according to any logic dealt here //+str(_unit distance _nextPlayerPos)+"/"+str(_areaAffect)
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if (isNull _unit) exitWith {}; // Prevent errors if zombie is deleted suddenly
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// compute the animation move
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_rnd = 0;
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@@ -85,7 +86,7 @@ if (local _unit) then {
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*/
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[objNull, _unit, rplaymove, _move] call RE;
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uiSleep 0.5;
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if (isNull _unit) exitWith {}; // Prevent errors if zombie is deleted suddenly
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//slow it down make sure the animation isnt running after the damage
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//_timeout = diag_tickTime + 0.3;
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//waitUntil { diag_tickTime >= _timeout; };
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