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@@ -6,54 +6,69 @@
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JULY 2010 - norrin
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*****************************************************************************************************************************
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Start carry.sqf
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Updated December 2019 - JasonTM
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*/
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private ["_unit","_dragee","_pos","_dir"];
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private ["_medic","_dragee","_unconscious","_dropObjects"];
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_dragee = _this select 3;
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_can_be_revived = NORRN_revive_array select 20;
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_can_be_revived_2 = NORRN_revive_array select 21;
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_unit = player;
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r_carry_sqf = true;
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r_drag_sqf = false;
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_medic = player;
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_unconscious = _dragee getVariable ["NORRN_unconscious", false];
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_unit removeAction Norrn_carryAction;
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if (isNull _dragee) exitWith {};
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_dragee setVariable ["NORRN_unit_dragged", true, true];
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if (!_unconscious) exitWith {};
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_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3];
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if (count _dropObjects > 0) exitWith {};
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// Attach before the other client sets direction and position
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_dragee attachto [_medic,[0.1, 1.01, 0]];
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// Send information to start the carry process
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PVDZ_send = [_dragee,"CarryPlayer",_dragee,[_dragee,dayz_authKey,_medic]];
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publicVariableServer "PVDZ_send";
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// Wait until the other client has performed its actions.
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waitUntil {((_dragee getVariable ["NORRN_unit_dragged",false]) || (!alive _dragee));};
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uiSleep 1;
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detach _dragee;
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uiSleep 1.5;
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// public EH
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//PVDZ_drg_RACarUp = _dragee; // not used
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//publicVariable "PVDZ_drg_RACarUp"; // not used
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//_dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
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//PVDZ_drg_RAPicUp = _unit; // not used
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//publicVariable "PVDZ_drg_RAPicUp"; // not used
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_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
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// Animation needs to be synced on all clients.
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[nil, _medic, rSWITCHMOVE, "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon"] call RE;
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_medic switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
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// Fix from fn_unconscious
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disableUserInput false; disableUserInput false;
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disableUserInput true; disableUserInput true;
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disableUserInput false; disableUserInput false;
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uiSleep 10;
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_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
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_dragee attachto [_unit,[-0.2, 0.2, 0]];
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// Wait until first animation done to attach player
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_dragee attachto [_medic,[-0.2, 0.2, 0]];
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while {r_carry_sqf} do
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{
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_anim_name = animationstate _unit;
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if (!(_dragee getVariable "NORRN_unconscious")) exitWith
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{
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detach _dragee;
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_unit switchMove "";
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player removeAction Norrn_dropAction;
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r_carry_sqf = false;
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//Unnecessary actions removed & drop body added
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call fnc_usec_medic_removeActions;
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r_action = false;
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force_dropBody = false;
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NORRN_dropAction = player addAction [localize "str_actions_medical_dropbody", "\z\addons\dayz_code\medical\drop_body.sqf",[_medic,_dragee], 0, false, true];
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r_drag_sqf = true;
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while {r_drag_sqf} do {
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_dropObjects = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent exploit of glitching through doors
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if (force_dropBody || {count _dropObjects > 0} || {!(_dragee getVariable ["NORRN_unconscious", false])} || {!alive _dragee}) then {
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[0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
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};
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//check that dragged unit still exists
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if (!alive _unit || _anim_name != "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon" && _anim_name != "acinpercmstpsraswrfldnon" && _anim_name != "acinpercmrunsraswrfldf") exitWith
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{
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player removeAction NORRN_dropAction;
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detach _dragee;
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_unit switchMove "";
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r_carry_sqf = false;
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if (vehicle player != player) then {
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player action ["eject", vehicle player];
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localize "str_actions_medical_dragbody_veh" call dayz_rollingMessages;
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[0,0,0,[_medic,_dragee]] execVM "\z\addons\dayz_code\medical\drop_body.sqf";
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};
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uiSleep 0.1;
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};
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if (true) exitWith {};
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