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https://github.com/EpochModTeam/DayZ-Epoch.git
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In the initialize section of the fsm r_player_unconscious and r_player_timeout return their default values (false and 0). Also, the Vanilla server-side combat check doesn't appear to work, or it doesn't work with the antihack disabled (I haven't tested with it enabled). New variable inCombat is set more quickly than the combatTimeout variable
411 lines
16 KiB
Plaintext
411 lines
16 KiB
Plaintext
scriptName "Functions\misc\fn_damageHandler.sqf";
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/***********************************************************
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Modifyed by Alby
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PROCESS DAMAGE TO A UNIT
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- Function
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- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
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************************************************************/
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private ["_unit","_hit","_damage","_unconscious","_source","_ammo","_Viralzed","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_nrj","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_rndInfection","_hitInfection","_isCardiac","_chance","_breakaleg","_model","_isZombieHit"];
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_unit = _this select 0;
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_hit = _this select 1;
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_damage = _this select 2;
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_unconscious = _unit getVariable ["NORRN_unconscious", false];
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_source = _this select 3;
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_isPZombie = player isKindOf "PZombie_VB";
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_ammo = _this select 4;
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_isZombieHit = (_ammo == "zombie");
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_model = typeOf player;
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_Viralzed = typeOf _source in DayZ_ViralZeds;
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_isMinor = (_hit in USEC_MinorWounds);
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_isHeadHit = (_hit == "head_hit");
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_isPlayer = (isPlayer _source);
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// anti-hack for local explosions (HelicopterExploSmall, HelicopterExploBig, SmallSecondary...) spawned by hackers
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//diag_log [ diag_ticktime, __FILE__, _this];
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_breakaleg = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}) /*AND {(abs(time - (Dayz_freefall select 0))<1)}*/;
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if ( (!_breakaleg) AND {(((isNull _source) OR {(_unit == _source)}) AND {((_ammo == "") OR {({damage _x > 0.9} count((getposATL vehicle _unit) nearEntities [["Air", "LandVehicle", "Ship"],15]) == 0) AND (count nearestObjects [getPosATL vehicle _unit, ["TrapItems"], 30] == 0)})})}) exitWith {0};
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if (_unit == player) then
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{
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if (_hit == "") then
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{
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if ((_source != player) and _isPlayer && alive player) then
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{
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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//if player is not free to shoot at inform server that _source shot at player
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if (!_isBandit && !(player getVariable ["OpenTarget",false])) then
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{
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PVDZ_send = [_source,"OpenTarget",[]];
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publicVariableServer "PVDZ_send";
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};
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// Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur.
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// Attacker should not be punished for killing a Bandit skin under any circumstances.
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// To prevent this we check for Bandit Skin.
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// - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands
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// Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb.
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_punishment =
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((_isBandit ||
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{player getVariable ["OpenTarget",false]}) &&
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{!_isPZombie});
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_humanityHit = 0;
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if (!_punishment && {(DayZ_LastHumanityChange + 3) < diag_tickTime}) then {
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DayZ_LastHumanityChange = diag_tickTime;
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_myKills = 200 - (((player getVariable ["humanKills",0]) / 3) * 150);
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// how many non bandit players have I (the shot/damaged player) killed?
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// punish my killer 200 for shooting a surivor
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// but subtract 50 for each survivor I've murdered
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_humanityHit = -(_myKills * _damage);
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if (_humanityHit < -800) then {
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_humanityHit = -800;
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};
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// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
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[_source,_humanityHit] spawn {
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private ["_source","_humanityHit"];
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_source = _this select 0;
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_humanityHit = _this select 1;
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PVDZ_send = [_source,"Humanity",[_source,_humanityHit,30]];
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publicVariableServer "PVDZ_send";
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};
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};
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};
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};
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if ((vehicle player == player) and (!_unconscious)) then {
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if (_ammo == "tranquiliser_bolt") then {
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[_unit] spawn {
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private ["_unit"];
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_unit = _this select 0;
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localize "str_player_tranquilized" call dayz_rollingMessages;
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//systemChat format ["YOU HAVE BEEN TRANQUILISED"];
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//uiSleep 2;
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// 0 fadeSound 0.05;
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//uiSleep 5;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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r_player_timeout = round(random 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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};
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if (_damage > 0.4) then {
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//Melee knockout system
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if ((_isHeadHit) and (_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"])) then {
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[_unit] spawn {
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_unit = _this select 0;
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localize "str_actions_medical_knocked_out" call dayz_rollingMessages;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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r_player_timeout = 20 + round(random 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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};
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};
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};
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//Log to server :-( OverProcessing really not needed.
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if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(!local _source )})}) then {
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if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
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private ["_sourceWeap"];
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_source setVariable ["lastloghit",diag_ticktime];
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_wpst = weaponState _source;
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_sourceDist = round(_unit distance _source);
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_sourceWeap = switch (true) do {
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case ((vehicle _source) != _source) : { format ["in %1",getText(configFile >> "CfgVehicles" >> (typeOf (vehicle _source)) >> "displayName")] };
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case (_isZombieHit) : { _ammo };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (["Horn", currentWeapon _source] call fnc_inString) : {"with suspicious vehicle "+str((getposATL _source) nearEntities [["Air", "LandVehicle", "Ship"],5])};
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case (["Melee", _wpst select 0] call fnc_inString) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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case ((_wpst select 0 == "") AND {(_wpst select 4 == 0)}) : { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
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case (_wpst select 0 != "") : { format ["with %1/%2 <ammo left:%3>", _wpst select 0, _ammo, _wpst select 4] };
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default { "with suspicious weapon" };
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};
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if (!_isZombieHit) then { // don't log any zombie wounds, even from remote zombies
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PVDZ_sec_atp = [_unit, _source, _sourceWeap, _sourceDist];
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publicVariableServer "PVDZ_sec_atp";
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};
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};
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};
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};
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//Pure blood damage
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_scale = 200;
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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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if (_damage > 0.4) then {
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if (!_isZombieHit) then {
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_scale = _scale + 50; //250
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};
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//Start body part scale
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if (_isZombieHit) then {
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//_scale = _scale * 3; //600 = Normal, 900 = Viral
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_scale = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "damageScale");
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if (dayz_DamageMultiplier > 1) then {
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_scale = _scale * dayz_DamageMultiplier;
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};
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//diag_log format["%1, DamageScale: %2",__FILE__,_scaleNew];
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};
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if (_isHeadHit) then {
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_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
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};
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//End body part scale
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if ((isPlayer _source) and !(player == _source)) then {
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_scale = _scale + 800;
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if (_isHeadHit) then {
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_scale = _scale + 500;
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};
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};
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switch (_type) do {
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case 1: {_scale = _scale + 200};
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case 2: {_scale = _scale + 200};
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};
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if (_unit == player) then {
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//diag_log ("DAMAGE: player hit by " + (typeOf _source) + " in " + _hit + " with " + _ammo + " for " + str(_damage) + " scaled " + str(_damage * _scale) + " Conscious " + str (!_unconscious));
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diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",(typeOf _source),_hit,if (_ammo == "") then { "" } else { _ammo },(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
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r_player_blood = r_player_blood - (_damage * _scale);
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};
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};
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//Record Damage to Minor parts (legs, arms)
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if (_hit in USEC_MinorWounds) then {
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private ["_type"];
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if (_isZombieHit) then {
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if (_hit == "legs") then {
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[_unit,_hit,(_damage / 6)] call object_processHit;
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} else {
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[_unit,_hit,(_damage / 4)] call object_processHit;
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};
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} else {
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if (_breakaleg) then {
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_nrj = ((Dayz_freefall select 1)*20) / 100;
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_gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2));
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_nrj2 = _gravity * (Dayz_freefall select 1);
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//diag_log [ "handler freefall", _nrj, _nrj2, Dayz_freefall];
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if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered
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diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
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"height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ];
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[_unit,_hit,_damage] call object_processHit;
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} else {
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[_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken legs due to arma bugs
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};
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if (_nrj2 > 30) then {
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(3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash
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r_player_blood = 0 max (r_player_blood - (_nrj2 * 25));
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};
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} else {
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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[_unit,_hit,(_damage / 2)] call object_processHit;
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};
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};
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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};
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//Shake the cam, frighten them!
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if (_damage > 0.1) then {
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if (_unit == player) then {
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//player sidechat format["Processed bullet hit for %1 (should only be for me!)",_unit];
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1 call fnc_usec_bulletHit;
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};
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if (local _unit) then {
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_unit setVariable["medForceUpdate",true,true];
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};
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};
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if (_damage > 0.4) then {
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//Pain and Infection
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if (_unit == player) then {
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_rndPain = floor(random 10);
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_hitPain = (_rndPain < _damage);
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if ((_isHeadHit) or (_damage > 1.2 and _hitPain)) then {
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_hitPain = true;
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};
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if (_hitPain) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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};
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if ((_damage > 1.5) and _isHeadHit) then {
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if (_isZombieHit) then {_id = [_source,"shothead",1] spawn player_death;} else {_id = [_source,"shothead"] spawn player_death;};
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};
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};
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//Create wound and cause bleed
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_wound = _hit call fnc_usec_damageGetWound;
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_isHit = _unit getVariable["hit_"+_wound,false];
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_isbleeding = false;
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_isScratched = false;
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switch true do {
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default {
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_rndBleed = floor(random 100);
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_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "BleedChance");
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_hitBleed = (_rndBleed < _rndBleedChance);
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if (_hitBleed) then {
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_isbleeding = true;
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};
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};
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};
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if (_isZombieHit) then {
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if (!_isHit && _isbleeding && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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if ((_unit == player) and (!_isZombieHit)) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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_unit setVariable["USEC_lowBlood",true,true];
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};
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if (_unit == player) then {
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r_player_injured = true;
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};
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//HitInfection from zombies
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if ((!r_player_infected) and !(r_player_Sepsis select 0)) then {
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if (_isZombieHit) then {
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_rndSepsis = floor(random 100);
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_sepsisChance = getNumber (configFile >> "CfgVehicles" >> (typeOf _source) >> "sepsisChance");
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//_hitInfection = (_rndInfection < _infectionChance);
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if (_rndSepsis < _sepsisChance) then {
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r_player_Sepsis = [true, diag_tickTime];
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player setVariable["USEC_Sepsis",true,true];
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};
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};
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};
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};
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} else {
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if(!_isHit && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound,_damage];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound,_hit] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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if ((_unit == player) and (!_isZombieHit)) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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_unit setVariable["USEC_lowBlood",true,true];
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};
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if (_unit == player) then {
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r_player_injured = true;
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};
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};
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};
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};
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if (_type == 1) then {
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/*
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BALISTIC DAMAGE
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*/
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if ((_damage > 0.01) and (_unit == player)) then {
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//affect the player
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[20,45] call fnc_usec_pitchWhine; //Visual , Sound
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};
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if (_damage > 4) then {
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//serious ballistic damage
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if (_unit == player) then {
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_id = [_source,"explosion"] spawn player_death;
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};
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} else {
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if (_damage > 2) then {
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_isCardiac = _unit getVariable["USEC_isCardiac",false];
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if (!_isCardiac) then {
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_unit setVariable["USEC_isCardiac",true,true];
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r_player_cardiac = true;
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};
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};
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};
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};
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if (_type == 2) then {
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/*
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HIGH CALIBRE
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*/
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if (_damage > 4) then {
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//serious ballistic damage
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if (_unit == player) then {
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_id = [_source,"shotheavy"] spawn player_death;
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};
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} else {
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if (_damage > 2) then {
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_isCardiac = _unit getVariable["USEC_isCardiac",false];
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if (!_isCardiac) then {
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_unit setVariable["USEC_isCardiac",true,true];
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r_player_cardiac = true;
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};
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};
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};
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};
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if (_isZombieHit) then {
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if (!_unconscious and !_isMinor and _isHeadHit) then {
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_chance = random 1;
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if ((_damage > 0.8) and (_chance < 0.5)) then {
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[_unit,_damage] call fnc_usec_damageUnconscious;
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};
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};
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} else {
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if (!_unconscious and !_isMinor and ((_damage > 2) or ((_damage > 0.5) and _isHeadHit))) then {
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//set unconsious
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[_unit,_damage] call fnc_usec_damageUnconscious;
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};
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};
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// all "HandleDamage event" functions should return the effective damage that the engine will record
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0
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