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Add handling of other fadeSound events in player_toggleMuteSound
Fixes icon staying up after fadeSound to 1 by unconscious and low blood events.
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@@ -1,5 +1,7 @@
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if (0 != count Dayz_constructionContext) then {
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // disable before fadeSound
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if (!(Dayz_constructionContext select 3)) then {
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_ghost = Dayz_constructionContext select 0;
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if (abs(([_ghost, player] call BIS_fnc_distance2D) - (1 + (sizeOf (typeOf _ghost)) * 0.5)) < 1) then {
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