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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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@@ -1,5 +1,6 @@
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private ["_target","_targets","_man","_manDis","_localtargets","_remotetargets"];
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_agent = _this;
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if (isNull _agent) exitWith {objNull}; // Prevent errors if zombie is suddenly deleted
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_target = objNull;
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_targets = [];
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//_targetDis = [];
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@@ -760,6 +760,7 @@ class FSM
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"_remotetargets = _agent getVariable [""remotetargets"",[]];" \n
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"" \n
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"//Clear remote on reset" \n
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"if (isNull _agent) then {_remotetargets = [];};" \n
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"if (count _remotetargets > 0) then {" \n
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" _agent setVariable [""remotetargets"",[],true];" \n
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"};" \n
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