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Remove animation workaround
1 parent 6dc1536 commit ecca769

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addons/common/fnc_randomizeLoadout.sqf

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Original file line numberDiff line numberDiff line change
@@ -122,27 +122,4 @@ if (_binocularList isNotEqualTo []) then {
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_handgunList
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];
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// Immediately select weapon and set animation
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private _fnc_fixAnimation = {
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private _weapons = [primaryWeapon _this, handgunWeapon _this, secondaryWeapon _this];
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private _weaponIndex = _weapons findIf { _x != "" };
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if (_weaponIndex != -1) then {
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_this switchMove (["amovpercmstpsraswrfldnon", "amovpercmstpsraswpstdnon", "amovpercmstpsnonwnondnon"] select _weaponIndex);
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_this selectWeapon (_weapons select _weaponIndex);
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};
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};
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if (is3DEN) then {
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// CBA's frame functions don't work in Eden
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// And we need a decently sized delay to not mess with creating editorPreviews
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[_unit, _fnc_fixAnimation] spawn {
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sleep 1.2;
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params ["_unit", "_function"];
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save3DENInventory [get3DENEntityID _unit];
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_unit call _function;
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};
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} else {
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[_fnc_fixAnimation, _unit] call CBA_fnc_execNextFrame;
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};
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true;

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