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Add DZE_EVRProtectInside part 2
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@@ -387,7 +387,7 @@ fnc_evr = {
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local _vehicle = vehicle player;
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if (player == _vehicle) then {
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if (_hasAPSI) then {
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if (_hasAPSI || {DZE_EVRProtectInside && dayz_inside}) then {
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player switchMove "";
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[objNull, player, rswitchMove, ""] call RE;
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} else {
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@@ -401,7 +401,7 @@ fnc_evr = {
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player action ["engineOff",_vehicle];
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_vehicle setFuel _fuel;
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} else {
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if !(_hasAPSI) then {
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if (!_hasAPSI && {!DZE_EVRProtectInside || (DZE_EVRProtectInside && !dayz_inside)}) then {
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player action ["eject",_vehicle];
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[] spawn {
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uiSleep 3;
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@@ -417,13 +417,11 @@ fnc_evr = {
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uiSleep 0.1;
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titleText["","BLACK OUT",1];
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if (!_hasAPSI) then {
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if (!_hasAPSI && {!DZE_EVRProtectInside || (DZE_EVRProtectInside && !dayz_inside)}) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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if (!dayz_inside) then {
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local _blood = r_player_blood - ((DZE_EVRBloodLoss select 0) max random(DZE_EVRBloodLoss select 1)); // Player is not inside a building so reduce blood.
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r_player_blood = [_blood,1000] select (_blood < 1000); // Player will have at least 1000 blood.
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};
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local _blood = r_player_blood - ((DZE_EVRBloodLoss select 0) max random(DZE_EVRBloodLoss select 1)); // Player is not inside a building so reduce blood.
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r_player_blood = [_blood,1000] select (_blood < 1000); // Player will have at least 1000 blood.
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};
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uiSleep 1;
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@@ -455,7 +453,7 @@ fnc_evr = {
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"dynamicBlur" ppEffectCommit 16;
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if (!_hasAPSI) then {
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if (player == vehicle player) then {
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if (player == vehicle player && {!DZE_EVRProtectInside || (DZE_EVRProtectInside && !dayz_inside)}) then {
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uiSleep 10; // 10 second knockout.
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[nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE;
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player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed";
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