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Fix flashing scroll options
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@@ -220,12 +220,13 @@ if (_isPZombie) then {
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// Increase distance only if AIR, SHIP or TANK
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// Increase distance only if AIR, SHIP or TANK
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local _allowedDistance = [4, 8] select ((_cursorTarget isKindOf "Air") || {_cursorTarget isKindOf "Ship"} || {_cursorTarget isKindOf "Tank"});
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local _allowedDistance = [4, 8] select ((_cursorTarget isKindOf "Air") || {_cursorTarget isKindOf "Ship"} || {_cursorTarget isKindOf "Tank"});
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local _distance = floor((player distance _cursorTarget) * 100) / 100; // round to 2 decimal places
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local _distance = floor((player distance _cursorTarget) * 100) / 100; // truncate to 2 decimal places for stationary objects
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local _isVehicle = _cursorTarget isKindOf "AllVehicles";
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if (_isVehicle) then {_distance = floor(player distance _cursorTarget)}; // truncate to 0 decimal places for jittery vehicles
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local _noChange = ((_cursorTarget == DZE_prevTarget) && (_distance == DZE_prevDistance));
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local _noChange = ((_cursorTarget == DZE_prevTarget) && (_distance == DZE_prevDistance));
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if (!isNull _cursorTarget && _noChange && !_inVehicle && !_isPZombie && _canDo && {_distance <= _allowedDistance}) then {
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if (!isNull _cursorTarget && _noChange && !_inVehicle && !_isPZombie && _canDo && (_distance <= _allowedDistance)) then {
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local _typeOfCursorTarget = typeOf _cursorTarget;
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local _typeOfCursorTarget = typeOf _cursorTarget;
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local _isVehicle = _cursorTarget isKindOf "AllVehicles";
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local _isBicycle = _cursorTarget isKindOf "Bicycle";
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local _isBicycle = _cursorTarget isKindOf "Bicycle";
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local _isDestructable = _cursorTarget isKindOf "BuiltItems";
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local _isDestructable = _cursorTarget isKindOf "BuiltItems";
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local _isGenerator = _typeOfCursorTarget == "Generator_DZ";
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local _isGenerator = _typeOfCursorTarget == "Generator_DZ";
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