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Removed redundant level checks
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@ -6,8 +6,6 @@ class ACE_Medical_Actions {
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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availableLevels[] = {0, 1};
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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@ -27,8 +25,6 @@ class ACE_Medical_Actions {
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treatmentLocations[] = {"Field", "MedicalFacility", "MedicalVehicle"};
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// What is the level of medical skill required for this treatment action? 0 = all soldiers, 1 = medic, 2 = doctor
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requiredMedic = 0;
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// Available under which medical level settings? 0 = basic, 1 = advanced.
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availableLevels[] = {0, 1};
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// The time it takes for a treatment action to complete. Time is in seconds.
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treatmentTime = 5;
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// Item required for the action. Leave empty for no item required.
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@ -28,9 +28,6 @@ if (GVAR(level)>=1) then {
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};
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if !(isClass _config) exitwith {false};
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_availableLevels = getArray (_config >> "availableLevels");
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if !(GVAR(level) in _availableLevels) exitwith {false};
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_medicRequired = getNumber (_config >> "requiredMedic");
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if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
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@ -28,9 +28,6 @@ if (GVAR(level)>=1) then {
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};
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if !(isClass _config) exitwith {false};
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_availableLevels = getArray (_config >> "availableLevels");
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if !(GVAR(level) in _availableLevels) exitwith {false};
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_medicRequired = getNumber (_config >> "requiredMedic");
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if !([_caller, _medicRequired] call FUNC(isMedic) || [_target, _medicRequired] call FUNC(isMedic)) exitwith {false};
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