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+ [FIXED] Testing some dupe fixes now require that no player is nearby
when selling vehicles, safe actions, and "take" items.
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@@ -12,6 +12,10 @@ _obj = _this;
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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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 ["Cannot lock vault while another player is nearby." , "PLAIN DOWN"]; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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