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Post-release bugfixes #167

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Aug 3, 2022
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2 changes: 1 addition & 1 deletion addons/cars/functions/fnc_setVehicles.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -6,4 +6,4 @@ params [

assert(_value isEqualTypeAll "");

[QGVAR(vehicles), str _value, 1, "mission"] call CBA_settings_fnc_set;
[QGVAR(vehicles), str _value, 1, "server", true] call CBA_settings_fnc_set;
2 changes: 1 addition & 1 deletion addons/lifecycle/functions/fnc_setCivilians.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -6,4 +6,4 @@ params [

assert(_value isEqualTypeAll "");

[QGVAR(civClasses), str _value, 1, "mission"] call CBA_settings_fnc_set;
[QGVAR(civClasses), str _value, 1, "server", true] call CBA_settings_fnc_set;
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
private _isSleepingTime = _this call EFUNC(activities,isSleepingTime);

private _house = _this getVariable ["grad_civs_home", objNull];
_this setVariable [QGVAR(housework_time), random if (_isSleepingTime) then {GVAR(houseworkTimesNight)} else {GVAR(houseworkTimesDay)}];
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@Fusselwurm Fusselwurm Aug 3, 2022

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you really like that syntax, do you.

Seriously though, I was sure I had residents in my test scenario, it should've failed right away.

_this setVariable [QGVAR(housework_time), random (if (_isSleepingTime) then [{GVAR(houseworkTimesNight)},{GVAR(houseworkTimesDay)}])];
_this call EFUNC(activities,forceEmotionSpeed);

if (isNull _house) exitWith {
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