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Remove redundant check in player_onPause
Switch executes the first case that matches and does not check any more cases after that. So these conditions are always met when this case is checked. https://community.bistudio.com/wiki/switch_do
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@@ -41,7 +41,7 @@ while {(!isNull _display) && !r_player_dead} do {
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_btnAbort ctrlSetText format["%1 (in 10)", _btnAbortText];
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[localize "str_abort_zedsclose",1] call dayz_rollingMessages;
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};
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case (_inCombat && !_zedCheck && !_playerCheck) : {
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case (_inCombat) : {
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_btnAbort ctrlEnable false;
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_btnAbort ctrlSetText format["%1 (in %2)", _btnAbortText, ceil (_timeout - diag_tickTime)];
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[localize "str_abort_playerincombat",1] call dayz_rollingMessages;
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