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Fix medical actions in vehicles
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@@ -4,7 +4,7 @@ private ["_unit"];
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_unit = _this select 0;
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_unit switchMove "AmovPpneMstpSnonWnonDnon_healed";
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if (_unit == player) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_player_unconscious = false;
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r_player_injured = false;
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};
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@@ -5,7 +5,7 @@ _array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if (_unit == player) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_player_injured = false;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
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r_player_handler = false;
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@@ -5,7 +5,7 @@ _array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if (_unit == player) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_fracture_legs = false;
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r_fracture_arms = false;
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_unit setHit["legs",0];
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@@ -5,7 +5,7 @@ _array = _this; //_this select 0;
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_unit = _array select 0;
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_medic = _array select 1;
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if (_unit == player) then {
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if ((_unit == player) or (vehicle player != player)) then {
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r_player_inpain = false;
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R3F_TIRED_Accumulator = 0;
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
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