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Split player_death into scheduled and unscheduled #1833
Death message was sometimes showing incorrectly due to spawn delay. Also the sched_corpses two minute loop was occasionally deleting bodies right away because bodyName setVariable was delayed by the time it took PVDZ_plr_death to send (up to a few seconds). See #1825
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@@ -63,6 +63,7 @@ if (_playerName != "unknown" or _sourceName != "unknown") then {
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if (toLower DZE_DeathMsgChat != "none" or DZE_DeathMsgRolling or DZE_DeathMsgDynamicText) then {
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PVDZE_deathMessage = _message;
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//Don't use regular PV here since JIP clients don't need it
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owner _newObject publicVariableClient "PVDZE_deathMessage"; //Send to dead player (not in playableUnits)
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{
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if (isPlayer _x) then {
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owner _x publicVariableClient "PVDZE_deathMessage";
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