private ["_change","_wait","_humanity"]; /* Set humanity chanages and sets freeTarget(openTarget) */ _change = _this select 0; _wait = _this select 1; _humanity = (player getVariable["humanity",0]) + _change; player setVariable["humanity",_humanity,true]; if (_change < 0) then { //non-bandit player can be "punished" in next "_wait" seconds w/o loosing humanity if ((_humanity > -2000) and (_wait > 0)) then { player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) + _wait)]; [_wait] spawn { private ["_endtime","_wait"]; _wait = _this select 0; _endTime = diag_tickTime + _wait; waitUntil { uiSleep 1; diag_tickTime > _endTime }; player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) - _wait)]; if ((player getVariable ["FTcounter",0]) <= 0) then { player setVariable ["FTcounter",0]; }; }; }; }; /* Should block damageHandler running humanityCheck(Skin change check), allow all other humanity events to run humanityCheck(Skin change check) */ //if ((_wait == 0) and (vehicle player == player)) then { [_humanity] call player_humanityCheck; }; //Humanity morphing disabled on Epoch to avoid loss of purchased clothing