// bleed.sqf _unit = (_this select 3) select 0; _lowBlood = _unit getVariable ["USEC_lowBlood", false]; _injured = _unit getVariable ["USEC_injured", false]; _inPain = _unit getVariable ["USEC_inPain", false]; call fnc_usec_medic_removeActions; r_action = false; if (vehicle player == player) then { //not in a vehicle player playActionNow "Medic"; }; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { _unit setVariable["USEC_lowBlood",false,true]; player removeMagazine "ItemBloodbag"; usecTransfuse = [_unit,player]; publicVariable "usecTransfuse"; dayzHumanity = [player,250]; _id = dayzHumanity spawn player_humanityChange; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; };