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Make server_playerSync exit log more accurate
This will now show INFO instead of ERROR when sync exits while a player is changing clothes.
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@@ -19,12 +19,12 @@ _playerObj = nil;
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//If playerObj is not in playableUnits then lets exit the disconnect system.
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if (isNil "_playerObj") exitWith {
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diag_log format["%1: Exiting. Player is not in playableUnits. _this:%2", __FILE__, _this];
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diag_log format["INFO: OnPlayerDisconnect exiting. Player is not in playableUnits. %1", _this];
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};
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//Player object is alive in debug zone. The player most likely just respawned.
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if (_playerPos distance respawn_west_original < 1500) exitWith {
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diag_log format["%1: Exiting. Player is near respawn_west. This is normal if the player just died. _this:%2", __FILE__, _this];
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diag_log format["INFO: OnPlayerDisconnect exiting. Player is near respawn_west. This is normal after death. %1", _this];
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if (!isNull _playerObj) then {
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_playerObj call sched_co_deleteVehicle;
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};
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