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fixes #691
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@ -36,7 +36,7 @@ if !(_selection in (GVAR(SELECTIONS) + [""])) exitWith {0};
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_damageReturn = _damage;
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if (GVAR(level) < 2) then {
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if ([_unit] call EFUNC(isPlayer)) then {
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if ([_unit] call EFUNC(common,isPlayer)) then {
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_this set [2, _damage / (GVAR(playerDamageThreshold) max 0.01)];
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} else {
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_this set [2, _damage / (GVAR(AIDamageThreshold) max 0.01)];
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@ -81,7 +81,7 @@ _unit setUnitPos "DOWN";
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_startingTime = time;
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[{
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private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut"];
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private ["_unit", "_vehicleOfUnit","_minWaitingTime", "_oldAnimation", "_captiveSwitch", "_hasMovedOut", "_parachuteCheck"];
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_args = _this select 0;
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_unit = _args select 0;
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_oldAnimation = _args select 1;
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@ -89,6 +89,7 @@ _startingTime = time;
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_startingTime = _args select 3;
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_minWaitingTime = _args select 4;
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_hasMovedOut = _args select 5;
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_parachuteCheck = _args select 6;
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if (!alive _unit) exitwith {
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[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
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@ -140,6 +141,13 @@ _startingTime = time;
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};
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};
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if (_parachuteCheck) then {
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if !(vehicle _unit isKindOf "ParachuteBase") then {
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[_unit, [_unit] call EFUNC(common,getDeathAnim), 1, true] call EFUNC(common,doAnimation);
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_args set [6, false];
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};
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};
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// Ensure we are waiting at least a minimum period before checking if we can wake up the unit again, allows for temp knock outs
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if ((time - _startingTime) >= _minWaitingTime) exitwith {
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@ -147,6 +155,6 @@ _startingTime = time;
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_unit setvariable ["ACE_isUnconscious", false, true];
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};
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};
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}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false] ] call CBA_fnc_addPerFrameHandler;
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}, 0.1, [_unit,_animState, _originalPos, _startingTime, _minWaitingTime, false, vehicle _unit isKindOf "ParachuteBase"] ] call CBA_fnc_addPerFrameHandler;
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["medical_onUnconscious", [_unit, true]] call EFUNC(common,globalEvent);
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