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Update vanilla vehicle_getOut again
Vanilla commits:508e73d59ccd260ad1f02078268b67
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@@ -6,25 +6,25 @@ _vehicle = _this select 0;
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_position = _this select 1;
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_unit = _this select 2;
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//Get players current location
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/*_playerPos = _unit modelToWorld [0,0,0];
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//Get players current location (add 1m to z)
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/*_playerPos = ATLToASL (_unit modelToWorld [0,0,1]);
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_fencesArray = ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","WoodenFence_7","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4"];
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//Hopefully returns the xyz of the vehicle seat pos.
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_exitPosition = _vehicle modelToWorld (_vehicle selectionPosition ("pos " + _position));*/
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//Returns the vehicle model aimpoint.
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_exitPosition = aimPos _vehicle;*/
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if (_unit == player) then {
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//if (dayz_soundMuted) then {call player_toggleSoundMute;}; // Auto disable mute on vehicle exit (not a good idea without a sleep since rotor can be very loud when spinning down)
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//_buildables = count (_exitPosition nearObjects ["DZ_buildables", 3]);
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//Check player location to exit location
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/*_intersectsWith = lineIntersectsWith [[_playerPos select 0, _playerPos select 1, 0],[_exitPosition select 0, _exitPosition select 1, 0],_unit,_vehicle,true];
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/*_intersectsWith = lineIntersectsWith [_playerPos, _exitPosition, _unit, _vehicle, true];
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//_buildables = count ((getposATL _vehicle) nearObjects ["DZ_buildables", 3]);
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_nearBuildables = false;
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//Scan all intersected items for base items return with true false
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{
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_nearBuildables = if ((typeof _x) in _fencesArray) exitWith {true};
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if ((typeof _x) in _fencesArray) exitwith { _nearBuildables = true };
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} count _intersectsWith;
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//if intersects find builditem make player reenter vehicel
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