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https://github.com/EpochModTeam/DayZ-Epoch.git
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Organize files a bit and removed non source pbo's
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89
SQF/dayz_code/medical/init_medical.sqf
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89
SQF/dayz_code/medical/init_medical.sqf
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// init_related_scripts.sqf ArmA2 revive
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// <20> AUGUST 2010 - norrin
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// Functions
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// Added pvEH - scripts modified to remove the need for sending long strings via setVehicleInit to reduce network traffic and JIP load - 04072010
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// INCLUDE REQUIRED GAME CODES
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#include "\ca\editor\Data\Scripts\dikCodes.h"
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//Settings
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usec_bandage_recovery = 5; //time to recover after bandaging
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//"colorCorrections" ppEffectEnable true;
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//"dynamicBlur" ppEffectEnable true;
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//[man2] call fnc_usec_damageHandle;
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//[player] call fnc_usec_damageHandle;
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//random morphine chance
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//Epi pen not working chance
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//Water Unconscious handling
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// localize "CLIENT: Medical System Initiated";
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while {true} do {
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//hintSilent format["Injured: %1\nUnconscious: %2 (%7)\nBlood: %5\nPain: %6\nMust Evac: %8\nHandler: %3\nAction: %4\nLeg Damage: %9\nArm Damage: %10\nInfected: %11",r_player_injured,r_player_unconscious,r_player_handler,r_action,r_player_blood,r_player_inpain,r_player_timeout,r_player_dead, player getVariable ["hit_legs",0], player getVariable ["hit_arms",0],r_player_infected];
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if (r_player_blood <= 0) then {
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[player,900] call fnc_usec_damageUnconscious;
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_id = [dayz_sourceBleeding,"bled"] spawn player_death;
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};
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if ((r_player_blood <= 3000) and !r_player_unconscious) then {
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_rnd = random 100;
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if (_rnd > 99) then {
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[player,((random 0.1) + 0.2)] call fnc_usec_damageUnconscious;
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};
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};
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//Handle Unconscious player
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if ((r_player_unconscious) and (!r_player_handler1)) then {
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//localize "CLIENT: Start Unconscious Function";
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[] spawn fnc_usec_unconscious;
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};
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//Handle player bleeding
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if ((r_player_injured) and (!r_player_handler)) then {
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r_player_handler = true;
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sleep 1;
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//localize "CLIENT: Start Player Bleeding";
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[] spawn fnc_usec_playerBleed; //publicizes the blood value at regular intervals
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[] spawn fnc_med_publicBlood;
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};
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//Handle player infection
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if ((r_player_infected) and (!r_player_handler)) then {
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r_player_handler = true;
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sleep 1;
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[] spawn fnc_med_publicBlood;
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};
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//Add player actions
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[] call fnc_usec_damageActions;
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[] call fnc_usec_selfActions;
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//Low Blood Effects
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if (!r_player_unconscious) then {
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if (((r_player_blood/r_player_bloodTotal) < 0.35)) then {
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r_player_lowblood = true;
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playSound "heartbeat_1";
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addCamShake [2, 0.5, 25];
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if (r_player_lowblood) then {
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0 fadeSound ((r_player_blood/r_player_bloodTotal) + 0.5);
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit 0.2;
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};
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sleep 0.5;
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if (r_player_lowblood) then {
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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0.5;
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};
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sleep 0.5;
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_lowBlood = player getVariable ["USEC_lowBlood", false];
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if ((r_player_blood < r_player_bloodTotal) and !_lowBlood) then {
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player setVariable["USEC_lowBlood",true,true];
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};
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};
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};
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sleep 1;
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};
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endLoadingScreen;
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