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https://github.com/acemod/ACE3.git
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Added ACE2 like repeated eye opening when unconscious, fixed going into Zeus while waking up
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@ -34,6 +34,9 @@ switch (_mode) do {
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlur) ppEffectCommit FX_UNCON_FADE_IN;
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GVAR(ppUnconsciousBlackout) ppEffectCommit FX_UNCON_FADE_IN;
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// Handle next fade in
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GVAR(nextFadeIn) = CBA_missionTime + 15 + random 5;
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} else {
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ACE_player setVariable [QGVAR(effectUnconsciousTimeout), CBA_missionTime + FX_UNCON_FADE_OUT];
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GVAR(ppUnconsciousBlur) ppEffectEnable true;
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@ -47,6 +50,8 @@ switch (_mode) do {
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// Step 2: Open it
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[{
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if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
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GVAR(ppUnconsciousBlur) ppEffectAdjust [0];
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0.8], [0, 0, 0, 1], [0, 0, 0, 0], [0.7, 0.78, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlur) ppEffectCommit (FX_UNCON_FADE_OUT * 2/3);
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@ -55,6 +60,8 @@ switch (_mode) do {
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// Step 3: Fade away vignette
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[{
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if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 0], [0.7, 0.78, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 1/3);
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}, [], FX_UNCON_FADE_OUT * 2/3] call CBA_fnc_waitAndExecute;
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@ -66,14 +73,34 @@ switch (_mode) do {
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if (_animatedTimeOut > CBA_missionTime) exitWith {};
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if (_enable) then {
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GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
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if (GVAR(nextFadeIn) < CBA_missionTime) then {
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GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
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GVAR(ppUnconsciousBlur) ppEffectCommit 0;
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0.9], [0, 0, 0, 1], [0, 0, 0, 0], [0.51, 0.17, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 2/3);
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[{
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if (!isNull curatorCamera || {!alive ACE_player}) exitWith {};
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlackout) ppEffectCommit (FX_UNCON_FADE_OUT * 1/3);
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}, [], FX_UNCON_FADE_OUT * 2/3] call CBA_fnc_waitAndExecute;
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ACE_player setVariable [QGVAR(effectUnconsciousTimeout), CBA_missionTime + FX_UNCON_FADE_OUT];
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GVAR(nextFadeIn) = CBA_missionTime + FX_UNCON_FADE_OUT + 15 + random 5;
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} else {
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GVAR(ppUnconsciousBlur) ppEffectAdjust [5];
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 1], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlur) ppEffectCommit 0;
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GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
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};
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} else {
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GVAR(ppUnconsciousBlur) ppEffectAdjust [0];
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GVAR(ppUnconsciousBlackout) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 1]];
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GVAR(ppUnconsciousBlur) ppEffectCommit 0;
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GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
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};
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GVAR(ppUnconsciousBlur) ppEffectCommit 0;
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GVAR(ppUnconsciousBlackout) ppEffectCommit 0;
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GVAR(ppUnconsciousBlur) ppEffectEnable _enable;
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GVAR(ppUnconsciousBlackout) ppEffectEnable _enable;
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