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Redoing this
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@ -63,6 +63,10 @@ GVAR(bloodTickCounter) = 0;
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[true, _unit] call EFUNC(common,setVolume);
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[true, _unit] call EFUNC(common,setVolume);
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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[QUOTE(ADDON), 1, false] call EFUNC(common,setHearingCapability);
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//Force stop heart beat effect
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GVAR(heartBeatEffectRunning) = false;
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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// Update effects to match new unit's current status (this also handles respawn)
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// Update effects to match new unit's current status (this also handles respawn)
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@ -17,6 +17,10 @@
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private _heartRate = GET_HEART_RATE(ACE_player);
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private _heartRate = GET_HEART_RATE(ACE_player);
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if (!GVAR(heartBeatEffectRunning)) exitWith {
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TRACE_1("Ending heart beat effect - force stopped",_heartRate);
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};
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if (_heartRate == 0) exitWith {
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if (_heartRate == 0) exitWith {
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TRACE_1("Ending heart beat effect - zero",_heartRate);
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TRACE_1("Ending heart beat effect - zero",_heartRate);
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GVAR(heartBeatEffectRunning) = false;
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GVAR(heartBeatEffectRunning) = false;
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@ -23,6 +23,7 @@ if (EGVAR(common,OldIsCamera) || {!alive ACE_player}) exitWith {
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[false] call FUNC(effectBloodVolume);
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[false] call FUNC(effectBloodVolume);
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[false] call FUNC(effectBloodVolumeIcon);
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[false] call FUNC(effectBloodVolumeIcon);
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[false] call FUNC(effectBleeding);
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[false] call FUNC(effectBleeding);
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GVAR(heartBeatEffectRunning) = false;
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};
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};
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BEGIN_COUNTER(handleEffects);
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BEGIN_COUNTER(handleEffects);
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