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Fix combat logging
In the initialize section of the fsm r_player_unconscious and r_player_timeout return their default values (false and 0). Also, the Vanilla server-side combat check doesn't appear to work, or it doesn't work with the antihack disabled (I haven't tested with it enabled). New variable inCombat is set more quickly than the combatTimeout variable
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@@ -5,6 +5,11 @@ sched_playerActions = {
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call fnc_usec_selfActions;
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call fnc_usec_damageActions;
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call fnc_usec_upgradeActions;
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//combat check
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if ((player getVariable ["combattimeout",0] < diag_tickTime) && {player getVariable ["inCombat", 0] > 0}) then {
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player setVariable ["inCombat", 0, true];
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};
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objNull
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};
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