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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Organize files a bit and removed non source pbo's
This commit is contained in:
258
SQF/dayz_code/medical/setup_functions_med.sqf
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258
SQF/dayz_code/medical/setup_functions_med.sqf
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fnc_usec_damageHandle = {
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/***********************************************************
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ASSIGN DAMAGE HANDLER TO A UNIT
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- Function
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- [unit] call fnc_usec_damageHandle;
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************************************************************/
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private["_unit","_eh"];
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_unit = _this select 0;
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// Remove handle damage override
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// _unit removeEventHandler ["HandleDamage",temp_handler];
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mydamage_eh1 = _unit addeventhandler ["HandleDamage",{_this call fnc_usec_damageHandler;} ];
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mydamage_eh2 = _unit addEventHandler ["Fired", {_this call player_fired;}];
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mydamage_eh3 = _unit addEventHandler ["Killed", {_id = [] spawn player_death;}];
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};
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fnc_usec_pitchWhine = {
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_visual = _this select 0;
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_sound = _this select 1;
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//affect the player
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0 fadeSound 0;
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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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};
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r_pitchWhine = true;
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[] spawn {
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sleep 32;
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r_pitchWhine = false;
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};
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};
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fnc_usec_damageUnconscious = {
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private["_unit","_damage"];
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_unit = _this select 0;
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_damage = _this select 1;
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_inVehicle = (vehicle _unit != _unit);
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if (_unit == player) then {
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r_player_timeout = round(((random 2) * _damage) * 40);
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if (_type == 1) then {r_player_timeout = r_player_timeout + 90};
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if (_type == 2) then {r_player_timeout = r_player_timeout + 60};
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r_player_unconscious = true;
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player setVariable["medForceUpdate",true,true];
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player setVariable ["unconsciousTime", r_player_timeout, true];
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};
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if (_inVehicle) then {
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_unit spawn {
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private["_veh","_unit"];
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_veh = vehicle _this;
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_unit = _this;
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waitUntil{(((position _veh select 2 < 1) and (speed _veh < 1)) or (!r_player_unconscious))};
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if (r_player_unconscious) then {
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_unit action ["eject", _veh];
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waitUntil{((vehicle _this) != _this)};
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sleep 1;
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_unit setVariable ["NORRN_unconscious", true, true];
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_unit playActionNow "Die";
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};
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};
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} else {
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_unit setVariable ["NORRN_unconscious", true, true];
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_unit playActionNow "Die";
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};
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};
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//Action Handlers added to init file
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fnc_usec_bulletHit = {
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private["_commit"];
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_commit = _this;
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if (!r_player_unconscious) then {
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"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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"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
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addCamShake [5, 0.5, 25];
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"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit _commit;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit _commit;
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};
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};
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fnc_usec_damageType = {
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private["_damage","_ammo","_type"];
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_damage = _this select 0;
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_ammo = _this select 1;
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_type = 0;
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if ((_ammo isKindof "Grenade") or (_ammo isKindof "ShellBase") or (_ammo isKindof "TimeBombCore") or (_ammo isKindof "BombCore") or (_ammo isKindof "MissileCore") or (_ammo isKindof "RocketCore") or (_ammo isKindof "FuelExplosion") or (_ammo isKindof "GrenadeBase")) then {
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_type = 1;
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};
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if ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")) then {
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_type = 2;
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};
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_type;
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};
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fnc_usec_damageGetWound = {
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private["_hit","_sPoint","_options","_rnd","_wound"];
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_hit = format["%1",_this];
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_sPoint = USEC_woundHit find _hit;
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_options = USEC_woundPoint select _sPoint;
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_rnd = floor(random(count _options));
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_wound = _options select _rnd;
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_wound;
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};
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fnc_usec_medic_removeActions = {
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_obj = player;
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{
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_obj = _x;
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{
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_obj removeAction _x;
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} forEach r_player_actions;
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} forEach r_action_targets;
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r_player_actions = [];
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r_action_targets = [];
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};
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fnc_usec_self_removeActions = {
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{
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player removeAction _x;
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} forEach r_self_actions;
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r_self_actions = [];
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};
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fnc_med_publicBlood = {
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while {(r_player_injured or r_player_infected) and r_player_blood > 0} do {
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player setVariable["USEC_BloodQty",r_player_blood,true];
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player setVariable["medForceUpdate",true];
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sleep 5;
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};
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};
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fnc_usec_playerBleed = {
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private["_bleedTime","_bleedPerSec","_total","_bTime","_myBleedTime"];
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_bleedTime = 400; //seconds
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_bleedPerSec = (r_player_bloodTotal / _bleedTime);
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_total = r_player_bloodTotal;
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r_player_injured = true;
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_myBleedTime = (random 300) + 30;
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_bTime = 0;
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while {r_player_injured} do {
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// If kneeling or crawling reduce bleeding
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if(dayz_isKneeling) then {
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_bleedPerSec = _bleedPerSec / 2;
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};
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if(dayz_isCrawling) then {
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_bleedPerSec = _bleedPerSec / 4;
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};
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//bleed out
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if (r_player_blood > 0) then {
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r_player_blood = r_player_blood - _bleedPerSec;
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};
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_bTime = _bTime + 1;
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if (_bTime > _myBleedTime) then {
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r_player_injured = false;
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_id = [player,player] execVM "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
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dayz_sourceBleeding = objNull;
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{player setVariable[_x,false,true];} forEach USEC_woundHit;
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player setVariable ["USEC_injured",false,true];
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};
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sleep 1;
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};
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};
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fnc_usec_damageBleed = {
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/***********************************************************
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PROCESS DAMAGE TO A UNIT
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- Function
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- [_unit, _wound, _injury] call fnc_usec_damageBleed;
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************************************************************/
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private["_unit","_wound","_injury","_modelPos","_point","_source"];
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_unit = _this select 0;
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_wound = _this select 1;
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_injury = _this select 2;
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_modelPos = [0,0,0];
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switch (_wound) do {
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case "Pelvis": {
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_modelPos = [0,0,0.2];
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};
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case "aimpoint": {
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_rndX = (0.1 - random 0.2);
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_modelPos = [_rndX,0,0.2];
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};
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case "RightShoulder": {
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_modelPos = [0,0,0.2];
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};
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case "LeftShoulder": {
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_modelPos = [0,0,0.2];
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};
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};
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while {true} do {
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scopeName "main";
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waitUntil {(vehicle _unit == _unit)};
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_point = "Logic" createVehicleLocal getPosATL _unit;
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_source = "#particlesource" createVehicleLocal getPosATL _unit;
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_source setParticleParams
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/*Sprite*/ [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 1],"",// File,Ntieth,Index,Count,Loop(Bool)
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/*Type*/ "Billboard",
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/*TimmerPer*/ 1,
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/*Lifetime*/ 0.2,
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/*Position*/ [0,0,0],
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/*MoveVelocity*/ [0,0,0.5],
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/*Simulation*/ 1,0.32,0.1,0.05,//rotationVel,weight,volume,rubbing
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/*Scale*/ [0.05,0.25],
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/*Color*/ [[0.2,0.01,0.01,1],[0.2,0.01,0.01,0]],
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/*AnimSpeed*/ [0.1],
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/*randDirPeriod*/ 0,
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/*randDirIntesity*/ 0,
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/*onTimerScript*/ "",
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/*DestroyScript*/ "",
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/*Follow*/ _point];
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_source setParticleRandom [2, [0, 0, 0], [0.0, 0.0, 0.0], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
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_source setDropInterval 0.02;
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_point attachTo [_unit,_modelPos,_wound];
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sleep 5;
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while {((_unit getVariable["USEC_injured",true]) and (alive _unit))} do {
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scopeName "loop";
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if (vehicle _unit != _unit) then {
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BreakOut "loop";
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};
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sleep 1;
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};
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deleteVehicle _source;
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deleteVehicle _point;
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if (!(_unit getVariable["USEC_injured",false])) then {
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BreakOut "main";
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};
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};
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deleteVehicle _source;
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deleteVehicle _point;
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};
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fnc_usec_recoverUncons = {
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//same actions as in the EH, just timed differently
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player setVariable ["NORRN_unconscious", false, true];
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player setVariable ["unconsciousTime", 0, true];
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player setVariable ["USEC_isCardiac",false,true];
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player setVariable["medForceUpdate",true,true];
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sleep 1;
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usecEpi = [player,player];
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publicVariable "usecEpi";
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r_player_unconscious = false;
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sleep 1;
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r_player_cardiac = false;
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r_player_handler1 = false;
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player switchMove "AmovPpneMstpSnonWnonDnon_healed";
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};
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