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values, simplify
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@ -96,7 +96,7 @@ if (binocular _medic != "" && {binocular _medic == currentWeapon _medic}) then {
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// Play treatment animation for medic and determine the ending animation
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if (vehicle _medic == _medic && {_medicAnim != ""}) then {
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// Speed up animation based on treatment time (but cap max to prevent odd animiations/cam shake)
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private _animRatio = (_animDuration / _treatmentTime) min 3;
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private _animRatio = _animDuration / _treatmentTime;
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TRACE_3("setAnimSpeedCoef",_animRatio,_animDuration,_treatmentTime);
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// Don't slow down animation too much to prevent it looking funny.
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@ -53,4 +53,4 @@
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#define ANIMATION_SPEED_MIN_COEFFICIENT 0.5
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// Animations that would be played faster than this are instead skipped. (= Progress bar too quick for animation).
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#define ANIMATION_SPEED_MAX_COEFFICIENT 3
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#define ANIMATION_SPEED_MAX_COEFFICIENT 2.5
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