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Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose. It is also pointless to keep an action count tally like r_action_count was doing, since it is only ever checked for being 0 or 1. Any count higher or lower than that is irrelevant. I will make this change in vanilla too.
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@@ -4,13 +4,13 @@
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*/
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private ["_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_removed","_tobe_removed_total","_textMissing","_num_removed","_removed_total","_temp_removed_array","_countr","_objectID","_objectUID","_location","_dir","_objectCharacterID","_weapons","_magazines","_backpacks","_classname","_object","_holder","_objWpnTypes","_objWpnQty","_newclassname","_requirements","_upgrade","_vehicle","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle"];
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if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_PLAYER_52" call dayz_rollingMessages;};
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DZE_ActionInProgress = true;
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if (dayz_actionInProgress) exitWith {localize "STR_EPOCH_PLAYER_52" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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// This is used to find correct upgrade based what upgrades was called allows multiple upgrades per vehicle.
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_upgrade = _this;
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if (vehicle player != player) exitWith {DZE_ActionInProgress = false; localize "STR_EPOCH_ACTIONS_18" call dayz_rollingMessages;};
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if (vehicle player != player) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_18" call dayz_rollingMessages;};
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// look for nearest empty vehicle
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_findNearestVehicles = player nearEntities [["LandVehicle"],10];
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@@ -155,4 +155,4 @@ else {
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localize "STR_EPOCH_PLAYER_27" call dayz_rollingMessages;
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};
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DZE_ActionInProgress = false;
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dayz_actionInProgress = false;
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