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  1. //new2
  2. 5 createUnit !="\nBIS_RscRespawnControlsMap_ctrlHeaderRespawnButton ctrlAddEventhandler [\"ButtonDown\",{ \ndebuglog format [\"[RESPAWN] Main respaw" !="Group);\n\n\n_grpOriginalWP = createGroup Civilian;\n\"C_man_1\" createUnit [(position leader _stalkerGroup),_grpOriginalWP];\n_grpOrig" !="creategroup sidelogic;\nbis_functions_mainscope = _grpLogic createunit [\"Logic\",[9,9,9],[],0,\"none\"];\nbis_functions_mainscope set" !="rAdd [0, 0, _rappelHeight];\n\n_gameLogicLeader = _heliGroup createUnit [\"LOGIC\", ASLToAGL _positionASL, [], 0, \"\"];\n_heliGroup se" !="\n\n\n\n\n_group = BIS_fnc_ambientAnim__group;\n\n_logic = _group createUnit [\"Logic\", [_attachPos select 0,_attachPos select 1,0], []," !="e {_veh emptypositions \"cargo\" > 0} do {\n_unit = _vehGroup createunit [_crewType,_pos,[],0,\"none\"];\n_unit assignascargo _veh;\n_u" !="ivilian;\n_groups set [count _groups, _grp];\n\n_logic = _grp createUnit [\"Logic\", [10, 10, 10], [], 0, \"NONE\"];\n_logic enableSimul" !="blishingShot_logic1 = BIS_fnc_establishingShot_logic_group createUnit [\"Logic\", [10,10,10], [], 0, \"NONE\"];\nBIS_fnc_establishing" !="ideLogic;\n};\n\nprivate [\"_logic\"];\n_logic = BIS_OO_grpLogic createUnit [\"Logic\", [1, 1, 1], [], 0, \"NONE\"];\n_logic enableSimulati" !="ideLogic;\nBIS_InstructorGroup = createGroup WEST;\n\n\"Logic\" createUnit [[0,0,0], BIS_InstructorGroup, \"BIS_InstructorFigure = thi" !="getvariable _dummyName};\n\n\n_dummyLogic = (group _logicFnc) createunit [\"Logic\",position _logicFnc,[],0,\"none\"];\nmissionnamespace" !="arget + 90 + random 180] call BIS_fnc_relPos;\n_unit = _grp createunit [_class,_pos,[],1,\"\"];\n_unit setskill (random 0.5);\n_unit " !="hen\n{\nBIS_FTLManagerGroup = createGroup sideLogic;\n\"Logic\" createUnit [[0,0,0], BIS_FTLManagerGroup, \"BIS_FTLManager = this\"];\nP" !="{\nBIS_RespawnManagerGroup = createGroup sideLogic;\n\"Logic\" createUnit [[0,0,0], BIS_RespawnManagerGroup, \"BIS_RespawnManager = t" !="defaultGroup = creategroup WEST; \n_this = BIS_defaultGroup createUnit [_objectClass, _newposition, [], 0, \"NONE\"]; \n\n_this setVa" !=" false;\n_sceneScopeGroup = createGroup sideLogic; \n\"Logic\" createUnit [[1000,10,0], _sceneScopeGroup, \"BIS_sceneLogic = this\"];\n" !="S_sceneCheckWeaponsGroup = createGroup sideLogic;\n\n\"Logic\" createUnit [[1000,10,0], BIS_sceneCheckWeaponsGroup, \"BIS_sceneCheckW" !="ticipant)]};\ncall compile format [\"BIS_Zvuk%1 = BIS_sounds createUnit [\"\"Logic\"\", getpos BIS_%1, [], 0, \"\"CAN_COLLIDE\"\"];\",(_par" !="S_sceneAreaClearanceGroup = createGroup sideLogic;\n\"Logic\" createUnit [[1000,10,0], BIS_sceneAreaClearanceGroup, \"BIS_sceneClear" !="ceneIntruderDetectorGroup = createGroup sideLogic;\n\"Logic\" createUnit [[1000,10,0], BIS_sceneIntruderDetectorGroup, \"BIS_sceneIn" !="_types > 0 && _inArea) then {\n\n\n_logic = (group _logicFnc) createunit [_typeLogic,_position,[],0,\"none\"];\n_logics = _logics + [_" !="se\n{\n_itemPos = _pos;\n};\n\n\nif (_isMan) then\n{\n_unit = _grp createUnit [_type, _itemPos, [], 0, \"FORM\"];\n_unit setDir _azimuth;\n}" !="\n\nswitch (tolower _sim) do {\ncase \"soldier\": {\n_veh = _grp createunit [_type,_pos,[],0,\"none\"];\n};\ncase \"airplanex\";\ncase \"helic" !="driver _vehicle))) then\n{\nif (!_dummy) then\n{\n_unit = _grp createUnit [_crewType, position _vehicle, [], 0, \"NONE\"];\n_crew = _cr" !="reateGroup SideLogic;\n_simul = \"ModuleSimulationManager_F\" createUnit [position player, _newGrp];\n};}" !="null _speaker) then {_speaker = (creategroup _speakerSide) createunit [\"ModuleHQ_F\",[10,10,10],[],0,\"none\"];};\n};\n\nswitch tolowe" !="hen {\n_logicGrp = group _logic;\n_logicGrpDummy = _logicGrp createunit [\"logic\",[99,99,99],[],0,\"none\"];\ncreatecenter _side;\n_sid" !="{\nBIS_FriendlyFireGroup = createGroup sideLogic;\n\n\n\"Logic\" createUnit [[0,0,0], BIS_FriendlyFireGroup, \"BIS_FriendlyFire = this;" !=" {};\n_roleIndex = _roleIndex - 1; \n\n_checked = false;\n_fnc_createUnit = {\n\n_unit = createagent [\"B_soldier_vr_f\",position _cente" !="reatecenter _vehSide;\n_grp = creategroup _vehSide;\n};\n_grp createunit [_unit,position _veh,[],0,\"none\"];\n};\n_units pushback _uni" !="e _veh = _this;\n\n_grp = createGroup civilian;\n_unit = _grp createUnit [\"C_Man_1\", [0,0,0], [], 0, \"CAN_COLLIDE\"];\n\n_unit hideObj" !="ay;\nif (_CurrentAmount < _AliveAmount2) then\n{\n_randomUnit createunit [getposATL _logic, _grp, \"\n if (isnil 'ryanzombiesstart"
  3. 5 createTeam
  4. 5 createAgent !="nimviewer};\"];\n\n\n_logicPos = [1000,1000,10000];\n\n_logic = createagent [\"Logic\",_logicPos,[],0,\"none\"];\n_logic setpos _logicPos;\n" !=")\"];\n_center = if (_function == \"bis_fnc_arsenal\") then {\ncreateagent [typeof _centerOrig,position _centerOrig,[],0,\"none\"]\n} el" !="il];\n};\n\n\nif (isServer) then\n{\n\n\nbis_revive_ratioLethal = createAgent [\"Logic\", [10,10,0], [], 0, \"CAN_COLLIDE\"];\nbis_revive_rat" !="nil];\n};\n\nif (isServer) then\n{\n\n\nbis_revive_ratioLethal = createAgent [\"Logic\", [10,10,0], [], 0, \"CAN_COLLIDE\"];\nbis_revive_rat" !="case \"Headgear\";\ncase \"Vest\";\ncase \"Uniform\": {\n_holder = createagent [typeof player,_pos,[],0,\"none\"];\nremoveallweapons _holder" !="evehicle [\"I_static_AA_F\",_pos,[],300,\"none\"];\n\n_aaCrew = createagent [\"i_soldier_f\",_pos,[],0,\"none\"];\n_aaCrew moveingunner _aa" !="_dir = _this param [2,direction curatorcamera];\n\n_logic = createagent [\"Logic\",_center,[],0,\"none\"];\n_logic setpos _center;\n_log" !=" select 1) - _radius + random (_radius * 2)), 0];\n_unit = createAgent [_animal,_pos,[],0,\"NONE\"];\n_unit setVariable [\"inSite\",_s" !="l];\n};\n} else {\n\nfor \"_i\" from 1 to _count do {\n_animal = createagent [_type,_pos,[],5,\"none\"];\n_animal setdir (random 360);\n_an" !=" _min;\n\n_weapon = \"FakeWeapon_moduleTracers_F\";\n_gunner = createagent [\"b_soldier_f\",position _logic,[],0,\"none\"];\n_gunner attac" !="dex - 1; \n\n_checked = false;\n_fnc_createUnit = {\n\n_unit = createagent [\"B_soldier_vr_f\",position _center,[],0,\"none\"];\n_unit cal" !="se,[false]];\n_moveInAny = _this param [3,false,[false]];\n_createAgents = _this param [4,false,[false]];\n_grp = grpnull;\n_units =" !="dom (getArray (_animalConfig >> \"variations\"));\n_animal = createAgent [_animalClass, _position, [], 0, \"FORM\"];\n_animal setVaria" !="\n{\n[] call BIS_fnc_mapAnimClear;\n};\n\n\nprivate _timeline = createAgent [\"Timeline_F\", position cameraOn, [], 0, \"CAN_COLLIDE\"];\n\n" !=")\"];\n_center = if (_function == \"rhs_fnc_arsenal\") then {\ncreateagent [typeof _centerOrig,position _centerOrig,[],0,\"none\"]\n} el" !="];\n\nif(isnull (_v turretUnit _t))then{\n_delete=true;\n_d = createAgent [\"VirtualMan_F\", [0,0,0], [], 0, \"FORM\"];\n_d moveInTurret " !="0.76,0.05,0,1];\n\nif(isnull (_v turretUnit [0]))then{\n_d = createAgent [\"VirtualMan_F\", [0,0,0], [], 0, \"FORM\"];\n_d moveInTurret "
  5. 1 callExtension !="EADER MARK, FOR AUTOMATIC GENERATOR////\n\";\n\n\n\"bi_Logger\" callExtension format[\"A3\\macros_CfgVehicles_simpleObject_auto_A3.hpp<<t" !="\";\n\n\n\"bi_Logger\" callExtension format[\"_diagSimpleObjectPerformance.csv<<trunc<<%1\",_csv\""
  6. 5 setUnitRecoilCoefficient !="coilRun')then\n {\n _code = {\n (vehicle player) setUnitRecoilCoefficient 0;\n player setUnitRecoilCoefficient 0;\n playe" !="oRecoilRun')then\n {\n _code = {\n (vehicle player) setUnitRecoilCoefficient 0;\n player setUnitRecoilCoefficient 0;\n player "
  7. 5 setWeaponReloadingTime !="e = {\n _vehicle = (vehicle player);\n {_vehicle setWeaponReloadingTime [_x, currentMuzzle _x, 0];} forEach (crew _vehicle);" !="\n{\n_code = \n{ \n_vehicle = (vehicle player);\n_vehicle setWeaponReloadingTime [gunner _vehicle,currentMuzzle (gunner _vehicle),0];" !="zzle isEqualType '')then\n {\n (vehicle player) setWeaponReloadingTime [player, _muzzle, 0];\n };\n };\n A3FFrun = [0.1" !="muzzle isEqualType '')then\n {\n (vehicle player) setWeaponReloadingTime [player, _muzzle, 0];\n };\n };\n A3FFrun = [0.1, _" !="kedEventHandler;\n_unit call _playAction;\n};\n};\n_unit setWeaponReloadingTime [_unit,_muzzle,1];\n}else{\n\nif(time>_timeOut)then{\n[\"" !="e _muzzle = currentMuzzle (gunner _v);\nwaitUntil {_v setWeaponReloadingTime [gunner _v, _muzzle,1];(inputAction \"ReloadMagazine\"" !="\n\n_this spawn {\nparams[\"_u\",\"\",\"_m\"];\n\nwaitUntil {_u setWeaponReloadingTime [_u,_m,1];(inputAction \"DefaultAction\" == 0)};\nif ( " !="\n\n_this spawn {\nparams[\"_u\",\"\",\"_m\"];\n\nwaitUntil {_u setWeaponReloadingTime [_u,_m,1];(inputAction \"DefaultAction\" == 0)};\n_u pl" !="eep 2;\n_fatigue = (getFatigue _loader) max 0.01;\n\n_v setWeaponReloadingTime [gunner _v,_m,0.26+((speed _v max 0.01)/160)+(_fatig"
  8. 1 drawline3d !="ewer_logic\",objnull]);\n\n\nfor \"_x\" from -5 to 5 step 1 do {\ndrawLine3D [\n_logic modeltoworld [_x,-5],\n_logic modeltoworld [_x,+5]" !="ull];\nif (is3DEN) then {\nfor \"_x\" from -5 to 5 step 1 do {\ndrawLine3D [\n_sphere modeltoworld [_x,-5,0],\n_sphere modeltoworld [_x" !="n {\nBIS_draw3Dhandler = addmissioneventhandler [\"draw3d\",{{drawline3d _x;} foreach (missionnamespace getvariable [\"BIS_draw3d\",[" !="en {\n{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter get" !="];\nfor [{_x = -_rad}, {_x < _rad}, {_x = _x + _step}] do {\ndrawLine3D [[(_pos select 0) - _rad, (_pos select 1) + _x, 0], [(_pos" !="colorNew = (_segments select _nextSegmentIndex) select 1;\n\ndrawLine3D [_locOld, _locNew, _colorNew];\n};\n}\nforEach _segments;\n\n\n_" !="nc_key_edenIsSelected) then {[0,1,0,1]} else {[1,1,1,1]};\n\ndrawLine3D [_pos, _pos vectorAdd (vectorDir _x vectorMultiply 2.0), [" !="ay [0.0, 0.0, 0.0]) then\n{\n\n_startAGL = ASLToAGL _start;\n\n\ndrawLine3D [_startAGL, ASLToAGL _end, [1,0,0,1]];\n\n\ndrawIcon3D [\"\\A3\\" !="nt distance2D _mouseLoc;\n\n\nif (_distance2D < 20.0) then\n{\n\ndrawLine3D [ASLToAGL _mouseLoc, ASLToAGL _nearestPoint, [1, 1, 1, 1]]" !="amespace setVariable [str _building + \"#bbox\",_bbox]);\n};\n{drawLine3D _x} forEach _bbox;\n\n\nprivate _doorPositions = (missionName" !="isiblePositionASL mavCurrentTargetSphere select 1]) then\n{\ndrawLine3D [visiblePositionASL mavCurrentTargetSphere, visiblePositio"
  9. 5 onEachFrame !="onEachFrame {};" !="Re-initializing jukebox\" call BIS_fnc_log;\n};\n\n\nprivate \"_onEachFrame\";\n_onEachFrame = addMissionEventHandler [\"Draw3D\", {\n\n[\"on" !="me\", time];\n\n\nmissionNameSpace setVariable [\"BIS_fnc_loop_onEachFrame\", [\"BIS_fnc_loop\", \"oneachframe\", {\n\n[\"oneachframe\"] call " !=", []];\n\n\nprivate \"_supportedEvents\";\n_supportedEvents = [\"oneachframe\", \"onpreloadstarted\", \"onpreloadfinished\", \"onmapsinglecli" !="rivate _id = \"RHS_pfh_hitPart_\" + str _projectile;\n[_id, \"onEachFrame\", {\nparams [\"_array\",\"_index\",\"_count\",\"_velocity\",\"_posit" !="t call rhs_fnc_isPlayer)exitWith{\n[\"rhs_pfh_boltAction\", \"onEachFrame\", {\nparams[\"_unit\",\"_weapon\",\"_muzzle\",\"_condition\",\"_play" !="rror;\n\"\"\n};\n\n\n_event = toLower _event;\n\n\nif !(_event in [\"oneachframe\", \"onpreloadstarted\", \"onpreloadfinished\", \"onmapsinglecli" !="onNamespace getVariable format ['BIS_stackedEventHandlers_oneachframe_%1', _thisEventHandler]) call {\nparams[\"_unit\",\"_weapon\",\"" !="r;\nfalse\n};\n\n\n_event = toLower _event;\n\n\nif !(_event in [\"oneachframe\", \"onpreloadstarted\", \"onpreloadfinished\", \"onmapsinglecli" !="ate _bgrPos = ctrlPosition _bgr;\n\n\n\n[\"rhs_a10a_tvm_pfm\", \"onEachFrame\",\n{\nparams[\"_p\",\"_v\",\"_tick\",\"_tick2\",\"_delay\",\"_cross\",\"_" !="r select 1), _dir select 0, 0] ];\n\n[\"rhs_markv_pfhLoad\", \"onEachFrame\", {\nparams[\"_camera\",\"_dir\"];\n_camera setVectorDirAndUp _d" !="ivate _pfhTop = \"rhs_pfh_atgm_top_\" + str _p;\n\n[_pfhTop, \"onEachFrame\", {\nparams[\"_p\",\"_v\",\"_u\",\"_helper\",\"_target_pos\",\"_pfh\",\"" !="_index,_keyEvent,_frameEvent,_flag,_data];\n[_frameEvent, \"onEachFrame\", {\nparams [\"_flag\"];\nif (missionNamespace getVariable [_f" !="playRemoveEventHandler [\"KeyDown\", _this];\n};\n[_frameEH, \"onEachFrame\"] call BIS_fnc_removeStackedEventHandler;\nmissionNamespace" !="ey_nxt_rnd\",\"CarHandBrake\"]);\n\n\n[\"rhs_bmp2_bpk_handler\", \"onEachFrame\", {\nparams[\"_v\",\"_mode_old\",\"_time\"];\n\n\nif(time > _time)th" !="lCommit 0.005;\nsleep 0.01;\n};\n};\n\n\n\n[\"rhs_1PZ3_handler\", \"onEachFrame\", {\nparams[\"_v\",\"_mode_old\",\"_time\"];\n\n\nif(time > _time)th" !="S_1PN22M_Ctrl\",_this select 0];\n\n\n[\"rhs_1PN22M_handler\", \"onEachFrame\", {\nparams[\"_v\",\"_mode_old\",\"_time\"];\n\n\nif(time > _time)th" !="te _gpk = (_c displayCtrl 212);\n\n[\"rhs_compass_handler\", \"onEachFrame\", {\nparams[\"_tc\",\"_tg\",\"_gpk\",\"_time\"];\n\nif(time>_time )th" !="rivate _id = \"RHS_pfh_ab100_\" + str _projectile;\n\n\n[_id, \"onEachFrame\", {\n\nparams [\"_projectile\",\"_start\",\"_wait\"];\n\n\nif (isNull" !="e [\"rhs_weaponLimiter\",true];\n\n\n[\"rhs_weaponLimiter_EF\", \"onEachFrame\", {\nparams[\"_unit\",\"_weapon\",\"_t\"];\n\nif(inputAction \"Defau" !="s_impact\");\nif (_explosion == \"\") exitWith {};\n\n\n\n\n[_id, \"onEachFrame\", {\nparams [\"_grenade\",\"_startTime\",\"_lastTime\",\"_wait\",\"_" !="\n\n\n\nprivate _pfh = \"rhs_pfh_airburst_\" + str _p;\n\n[_pfh, \"onEachFrame\", {\nparams[\"_time\",\"_p\",\"_c\",\"_pfh\"];\n\n\nif(!(alive _p))exi" !="];\n\nprivate _pfh = \"rhs_pfh_eject_\" + str _seat;\n\n[_pfh, \"onEachFrame\", {\n\nparams[\"_phase\",\"_delay\",\"_timeOut\",\"_damage\",\"_v\",\"_" !=" 9; \n\nprivate _pfh = \"rhs_pfh_atgm_\" + str _p;\n\n[_pfh, \"onEachFrame\", {\nparams[\"_t\",\"_p\",\"_v\",\"_u\",\"_helper\",\"_td\",\"_target_po" !="};\n\n\nprivate _id = \"RHS_pfh_rkg_\" + str _grenade;\n\n[_id, \"onEachFrame\", {\nparams [\"_grenade\",\"_startTime\",\"_lastTime\", \"_wait\", " !="vate _id = \"RHSUSF_pfh_smaw_\" + str diag_tickTime;\n[_id, \"onEachFrame\", {\nparams [\"_player\",\"_launcher\",\"_zeroing\",\"_muzzle\",\"_o" !="v;\n\nprivate _pfh = \"rhs_pfh_eject_\" + str _seat;\n\n[_pfh, \"onEachFrame\", {\n\nparams[\"_phase\",\"_delay\",\"_timeOut\",\"_damage\",\"_v\",\"_" !="hEngine = \"rhs_pfh_engineStart_\" + str _v;\n\n[_pfhEngine, \"onEachFrame\", {\nparams[\"_v\",\"_startPos\",\"_delay\",\"_isPlane\",\"_h\",\"_c\"," !="eleteMarkerLocal _marker_missile;\n};\n\n[\"rhs_tochka_fuse\",\"onEachFrame\",\n{\nparams [\"_ammo\",\"_missile\",\"_proximitydetonation\",\"_tp"
  10. 5 onMapSingleClick !="onMapSingleClick '';" !="xileClient_util_log;\n}\nelse \n{\nif (hasInterface) then\n{\nonMapSingleClick {_shift};\n[] call ExileClient_system_moon_initialize;\n[" !=" click %1 %2\",_this,time];\n\n\n[_caller, _veh, _override] onMapSingleClick \n{\nif (_alt) then \n{\n[_this select 0, _this select 1, _" !="oneachframe\", \"onpreloadstarted\", \"onpreloadfinished\", \"onmapsingleclick\", \"onplayerconnected\", \"onplayerdisconnected\"];\n\n\nif !(" !="oneachframe\", \"onpreloadstarted\", \"onpreloadfinished\", \"onmapsingleclick\", \"onplayerconnected\", \"onplayerdisconnected\"]) exitWit"
  11. 5 loadFile !=";\n_texture = gettext (_class >> \"texture\");\n_textureClass = loadfile format [\"\\A3\\ui_f\\data\\map\\locationtypes\\%1_ca.paa\",_classN" !="unction == _x} count _pathFunctions > 0}}\n) then {\n\n_file = loadfile _metaPath;\n_fileArray = toarray _file;\n_fileCode = preproce" !=",\"_addGlobal\"];\n\n_file = _this param [0,\"\",[\"\"]];\n\n_input = loadfile _file;\n\nif (_input == \"\") exitwith {endloadingscreen; [\"Can"
  12. 5 createMarker !="Dir direction (vehicle player);\n\n\n\nBIS_DEBUG_CAM_MARKER = createmarkerlocal [\"BIS_DEBUG_CAM_MARKER\",_ppos];\nBIS_DEBUG_CAM_MARKER" !="cal _x;\n}\nforEach ExileClientPartyMapMarkers;\n{\n_marker = createMarkerLocal [format [\"ExilePartyMarker%1\", _forEachIndex], getPo" !="ileClientLastDeathMarker;\n};\nExileClientLastDeathMarker = createMarkerLocal [format [\"Death%1\", time], getPos player];\nExileClie" !="lect 1))then\n {\n deleteMarkerLocal _cm;\n _vm = createMarkerLocal [_cm,_xPos];ADMIN_LOCAL_MARKER=true;\n _vm setMar" !="yMapMarkers;\nExileClientPartyMapMarkers = [];\n{\n_marker = createMarkerLocal [format [\"ExilePartyMarker%1\", _forEachIndex], getPo" !="[];\nif (ExileClientPartyID isEqualTo -1) then\n{\n_marker = createMarkerLocal [\"ExilePartyMarker0\", getPosVisual player];\n_marker " !=" select 1))then\n {\n deleteMarkerLocal _cm;\n _vm = createMarkerLocal [_cm,_xPos];ADMIN_LOCAL_MARKER=true;\n _vm setMark" !="mat [\" %3\",_veh,_model,_icon,_vehicleicon];\n\n\n_marker = createmarker [\"BIS_fnc_diagVehicleIcons_marker_\" + str _foreachindex,_" !="rmat [\"BIS_markedWP_%1_%2\", BIS_markedWPsID, _x];\n_mrkr = createMarkerLocal [_mrkrName, waypointPosition _curWP];\n_mrkrName setM" !="l) then\n{\nif (markerShape _marker == \"\") then\n{\n_marker = createMarkerLocal [_marker, getPosATL _trigger];\n}\nelse\n{\n_marker setM" !="er} count (hsim_noFlyZones - [_x]) == 0) then {\n_marker = createmarkerlocal [_class + str _foreachindex + str _i + str _d,_pos];" !="arkerSize = [1,1]};\n\n\nif (_markerGlobal) then {\n_marker = createmarker [_markerName,_markerPos];\n_marker setmarkersize _markerS" !="erParams select 0) select 0) + \"_%1\"];\n} else {\n_marker = createmarker [format [(_markerParams select 0),_markerCounterLocal],_m" !="arker_%1\", _this call BIS_fnc_netId];\n\nif (_mrk isEqualTo createMarker [_mrk, _this]) then\n{\n_mrk setMarkerShape \"RECTANGLE\";\n_m" !="(_checkPointNumber); \n};\n\ncall compile format [\"_marker = createMarker [\"\"%1\"\", _checkpointPos];\", _checkPointName];\n_marker set" !="os _mainCharacter);\n\nif(_debugmode == 1) then\n{\n_marker = createMarker[str _who2, [_newPos select 0, _newPos select 1, 0]];\n_mar" !="il\"BIS_debug\") then \n{\n\ndeleteMarker \"origin\"; \n_marker = createMarker[\"origin\", [_buildingposX, _buildingposZ, _buildingposY]];" !="l bis_fnc_variablespaceadd;\n\nif (_debug) then {\n_marker = createmarker [format [\"%1_%2\",_logic getvariable \"class\",_neighbor get" !="cklist == 0\n&&\n!(surfaceiswater _markerPos)\n) then {\n_m = createmarkerlocal [_markerName + str random 999,_markerPos];\n_m setmar" !="10;\n_avgDis = (_avgDis / _clusterCount) + 10;\n\n\n_marker = createmarker [\"bis_fnc_drawMinefields_\" + str ([\"bis_fnc_drawMinefield" !="lect 2) > 20) then {\"respawn_para\"} else {\"respawn_inf\"};\ncreatemarkerlocal [_marker,_pos];\n_marker setmarkerposlocal _pos;\n_mar" !="ame + str _object) call bis_fnc_filterString;\n\n\n_marker = createmarker [_var,position _object];\n\n\n_data = [_object,\"RscAttribute" !="ts = [_owner];\n};\n\n\n_objectName = str _object;\n[[_object,\"createmarker\",_objectName,_owner],\"BIS_fnc_initRespawnBackpack\",_units" !="kers = _trigger getvariable [\"markers\",[]];\n_markerArea = createmarker [\"BIS_fnc_moduleSector_area\" + str _trigger,position _tri" !="torSayMessage;\n\n\nif (false) then {\nBIS_draw3d = [];\n\n_m = createmarker [str _logic,_pos];\n_m setmarkertype \"mil_dot\";\n_m setmark" !="t)\n];\n\n_marker = format [\"bis_fnc_moduleCoverMap_%1\",_i];\ncreatemarker [_marker,_markerPos];\n_marker setmarkerpos _markerPos;\n_m" !=";\n_respawn = \"respawn_vehicle_\" + _markerSide + str _pos;\ncreatemarker [_respawn,_pos];\n_respawn setmarkerdir ((round direction " !="count = _rad getVariable \"RHS_Radar_Counter\";\n\n\n_marker = createMarkerLocal [format [\"RHS_Radar_%1_ID_%2\", _rad, _count], _this " !="(localize \"STR_RHS_ss21_status_done\"))];\n_marker_tochka = createMarkerLocal [_launcher_marker_name, _lpos];\n_marker_tochka setMa"
  13. 5 createVehicleCrew !="Velocity [100 * (sin _azi), 100 * (cos _azi), 0];\n};\n\n\ncreatevehiclecrew _veh;\n_crew = crew _veh;\n_crew joinsilent _grp;\n_grp ad" !="of _veh >> \"isUAV\") > 0 && count crew _veh > 0) then {\ncreatevehiclecrew _newVeh;\n_curatorAddCrew = true;\n};\n\n\n{\n_x addcuratored" !="GroundSupportBase_\",\n[\n\"setupVehicle\",\n\"setupPlayer\",\n\"createVehicleCrew\",\n\"resupplyVehicle\",\n\"onVehicleEntered\",\n\"onVehicleLeft" !="xes;\n\n_ctrlButtonTry ctrlenable _fullVersion;\n} else {\ncreatevehiclecrew _center;\nif (_fullVersion) then {{_x setbehaviour \"care"
  14. 5 setAmmo !="_vehicle setAmmo [_muzzle,999];" !="eateCamera\",\n\"destroyCamera\",\n\"getVehicleAmmo\",\n\"setFuel\",\n\"setAmmo\",\n\"retreatGroup\",\n\"lockHelicopter\"\n],\nfalse\n]\ncall bis_fnc_l" !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n\n};\n};\n}];\n\nuiNameSpace setVariabl" !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n\n};\n};\n" !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n_p addItem \"rhs_acc_npz\";\n\n\n(findD" !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 2)};\n_p setAmmo [(currentWeapon _p), _a];\n}else{\nhint \"Unable to fold, you n" !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n_p addItem \"rhs_acc_mtz\";\n\n\n(findD" !="p addWeapon _t;\n{_p addPrimaryWeaponItem _x}foreach _i;\n\n_p setAmmo [(primaryWeapon _p), _a];\n\n[missionnamespace, \"arsenalOpened" !="u addWeapon _w;\n{_u addPrimaryWeaponItem _x}foreach _i;\n\n_u setAmmo [(primaryWeapon _u), _a];\n\n_u setVariable [\"rhs_gripod_acc\"," !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n}else{\nhint \"Mounting of NPZ rail " !="qualTo \"\"))then{ _p addPrimaryWeaponItem (_i select 1)};\n_p setAmmo [(currentWeapon _p), _a];\n}else{\nhint \"Mounting of mtz rail "
  15. 5 setDammage
  16. 5 setDamage !="player setFatigue 0;\n if(damage player > 0)then{player setDamage 0;};\n if(!isNil'ExileRadiationThreadHandle')then\n {" !="orEachIndex;\n};\n}\nforeach ExileClientPlayerEffects;\nplayer setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);\n_hunger" !="perature min 37;\nif (_bodyTemperature < 35) then \n{\nplayer setDamage ((damage player) + 0.1/60*_timeElapsed); \n};\nExileClientPla" !="eadgear_GasMask\" in (assignedItems player)) then \n{\nplayer setDamage ((damage player) + _damage);\n};\n};\n}\nforEach ExileContamina" !="riable [\"RscDisplayMPInterrupt_respawnTime\", time];\nplayer setdamage 1;\n};\nif (!isNil {missionNamespace getVariable \"BIS_RscResp" !="ype] execVM \"\\ryanzombies\\acedamage.sqf\";\n} else {\n_target setdamage (damage _target + _normalDamage);\n};\n\nif (!(alive _target) " !="Zombie Brains v4.7\";\n\n\n\n_zombie = _this select 0;\n\n_zombie setDamage 0.7;\n_zombie setSpeaker \"NoVoice\";\n_zombie enableFatigue fa" !=" ExileClient_object_player_event_onHandleDamage}]; \nplayer setDamage 1; \n}\nelse \n{\n\"Respawning...\" call ExileClient_util_log;\n_l" !="isplay closeDisplay 2; \n};\nplayer allowDamage true;\nplayer setDamage 1;\n};\ntrue" !="lient_action_repairVehicle_completed.sqf\"\n\n\n\n\n\n\n\n\n\n\n\n_this setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";" !="lient_action_repairVehicle_completed.sqf\"\n\n\n\n\n\n\n\n\n\n\n\n_this setDamage 0;\nplayer removeItem \"Exile_Item_DuctTape\";" !="or \"colorred\";};\n} else {\nif (_seedLocal > 0.9) then {\n\n_x setdamage 1;\nif (_debug) then {_marker =_x call bis_fnc_boundingboxma" !="]; \n (call compile format[\"\"%1_Vehicle\"\", _newUnit]) setdamage 1;\n };\n [_newUnit, _nearestCheckpoint, _oldUnit]s" !="newObj setFuel _fuel};\nif (!isNil \"_damage\") then {_newObj setDamage _damage;};\nif (!isNil \"_orientation\") then \n{\nif ((count _o" !="xitwith {false};\nif (underwater _object) exitwith {_object setdamage 1; true};\n\n_objectArray = _object call bis_fnc_objectType;\n" !="];\n};\n};\n\n\nswitch (_value) do\n{\ncase 4:\n{\n_building setDamage [1,false];\n};\ncase 1:\n{\n_building setHitpointDamage " !="shooter = _this select 1;\n_rating = _this select 2;\n\n_unit setdamage 1;\n_shooter addrating (_rating - rating _shooter);\nif (_uni" !="shooter = _this select 1;\n_rating = _this select 2;\n\n_unit setdamage 1;\n_shooter addrating (_rating - rating _shooter);\nif (_uni" !="ehicle _x;\nif (!(_x isKindOf \"CaManBase\")) then\n{ \n_veh setDamage _value; \n};\n} foreach _units\n} else {\n{\n_veh = vehicle _x" !="und==0) then\n{\n{if (_x isKindOf \"CaManBase\") then\n{ \n_x setDamage _value; \n};\n} foreach _units\n} else {\n{if (_x isKindOf \"C" !="tration\\meatbones.bisurf\")then{\n(driver (_array select 0)) setDamage 1;\n\n};\n\nif(!((_array select 9) == \"a3\\data_f\\penetration\\me" !="\"HitTurret\"],[\"HitGun\",_v getHitPointDamage \"HitGun\"]];\n_v setDamage 0.6;\n{_v setHitPointDamage _x}foreach _dam;\n};\n\n}"
  17. 5 selectCamera
  18. 5 removeMPEventHandler !="able [\"BIS_fnc_moduleRespawnVehicle_getin\",-1];\n\n_veh removempeventhandler [\"mpkilled\",_mpkilled];\n_veh removempeventhandler [\"m" !="ble [\"BIS_fnc_moduleRespawnVehicle_getin\", -1];\n\n_veh removempeventhandler [\"mpkilled\", _mpkilled];\n_veh removempeventhandler [\""
  19. 5 removeAllMPEventHandlers
  20. 5 nearestBuilding
  21. 5 addGroupIcon !="deObject true;\n_logics set [count _logics, _logic];\n\n_grp addGroupIcon [\"hc_selectedEnemy\", [0, 0]];\n\n_targets set [count _targe" !="deObject true;\n_logics set [count _logics, _logic];\n\n_grp addGroupIcon [\"hc_selectedEnemy\", [0, 0]];\n\n_units set [count _units, "
  22. 5 Bossmode
  23. 5 "!(isNil \"FN_infiSTAR_C\")"
  24. 5 "Ammo Activated"
  25. 5 " + "
  26. 5 "setDamage --"
  27. 5 "setDamage ++"
  28. 5 nearestBuilding
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