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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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@@ -27,6 +27,7 @@ autoRunActive = false;
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player playAction "CanNotMove";
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
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"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit 0;
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
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0 fadeSound 0.05;
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while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do {
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