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Made basic medical bleeding information work with new damage system
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@ -21,7 +21,7 @@ params ["_target", "_player", "_selectionN", "_actionData"];
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if (GVAR(level) < 2) exitwith {
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private ["_pointDamage"];
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_pointDamage = _target getHitPointDamage (["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"] select _selectionN);
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_pointDamage = (_target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]) select _selectionN;
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if (_pointDamage >= 0.8) exitWith {
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_actionData set [2, QUOTE(PATHTOF(UI\icons\medical_crossRed.paa))];
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@ -105,11 +105,12 @@ if (EGVAR(medical,level) >= 2) then {
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} forEach _bandagedwounds;
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} else {
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_damaged = [true, true, true, true, true, true];
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{
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_selectionBloodLoss set [_forEachIndex, _target getHitPointDamage _x];
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if (_target getHitPointDamage _x > 0 && _forEachIndex == _selectionN) then {
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_pointDamage = _target getHitPointDamage _x;
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{
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_selectionBloodLoss set [_forEachIndex, _x];
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if (_x > 0 && _forEachIndex == _selectionN) then {
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_pointDamage = _x;
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_severity = switch (true) do {
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case (_pointDamage > 0.5): {localize ELSTRING(medical,HeavilyWounded)};
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case (_pointDamage > 0.1): {localize ELSTRING(medical,LightlyWounded)};
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@ -125,7 +126,7 @@ if (EGVAR(medical,level) >= 2) then {
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] select _forEachIndex);
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_allInjuryTexts pushBack [format ["%1 %2", _severity, toLower _part], [1,1,1,1]];
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};
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} forEach ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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} forEach (_target getvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0]]);
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};
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[_selectionBloodLoss, _display] call FUNC(updateBodyImage);
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