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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Should fix BIS_Effect eject/kill
excludes cars now
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@@ -20,11 +20,27 @@ BIS_Effects_globalEvent = {
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BIS_effects_gepv = _this;
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publicVariable "BIS_effects_gepv";
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_this call BIS_Effects_startEvent;
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};
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BIS_Effects_startEvent = {
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private "_KillEject";
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_KillEject = {
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private "_cancel";
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if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then {
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_cancel = false;
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{
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if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) then {_cancel = true;};
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} count DZE_SafeZonePosArray;
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player action ["getOut", (_this select 0)];
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if (!_cancel && {!((_this select 0) iskindof "car")}) then {
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[player, "explosion"] spawn player_death;
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};
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};
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};
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switch (_this select 0) do {
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case "AirDestruction": {
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[_this select 1] spawn BIS_Effects_AirDestruction;
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[_This select 1] call _KillEject;
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};
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case "AirDestructionStage2": {
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[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
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@@ -32,6 +48,9 @@ BIS_Effects_startEvent = {
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case "Burn": {
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[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
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};
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case "Eject": {
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[_This select 1] call _KillEject;
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};
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};
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};
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"BIS_effects_gepv" addPublicVariableEventHandler {
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