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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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@@ -19,7 +19,11 @@ fnc_usec_pitchWhine = {
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playMusic ["PitchWhine",0];
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if (!r_player_unconscious) then {
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_visual call fnc_usec_bulletHit;
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_sound fadeSound 1;
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if (dayz_soundMuted) then {
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_sound fadeSound 0.25;
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} else {
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_sound fadeSound 1;
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};
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};
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r_pitchWhine = true;
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[] spawn {
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