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Fix ArmoredSUV gunner glitch #2009
Fixes #2009 Note the fn_damageActions.sqf change can be applied without the config change and it will still fix the problem most of the time.
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@@ -1 +1,2 @@
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[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height
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[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height (eaaedf2)
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[FIXED] Player could switch into gunner's seat of ArmoredSUV while the hatch was being closed #2009 @TheFirstNoob
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@@ -275,7 +275,7 @@ class ArmoredSUV_Base_PMC: Car
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radius = 1;
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onlyForPlayer = 1;
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condition = "isNull (this turretUnit [0]) && (this animationPhase 'HideGun_01' == 0)";
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statement = "this spawn {_this animate ['HideGun_01',1]; uiSleep 1; _this animate ['CloseCover1',1]; _this animate ['CloseCover2',1];};";
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statement = "this animate ['HideGun_01',1]; this spawn {uiSleep 1; _this animate ['CloseCover1',1]; _this animate ['CloseCover2',1];};";
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};
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};
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};
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@@ -22,11 +22,9 @@ if (_inVehicle) then {
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_driver = driver (vehicle player);
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if (str (_assignedRole) != str (r_player_lastSeat)) then {
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call r_player_removeActions2;
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if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" == 1} && {_vehicle emptyPositions "Gunner" == 0}) then {
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if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then {
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//If player enters gunner's seat while hatch is closed then move them out
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(_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)];
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_vehicle animate ["HideGun_01",0];
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_vehicle animate ["CloseCover1",0];
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_vehicle animate ["CloseCover2",0];
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};
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};
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if (!r_player_unconscious && !r_action2) then {
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