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@ -24,14 +24,13 @@
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#define ARMDAMAGETRESHOLD2 1.7
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#define ARMDAMAGETRESHOLD2 1.7
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#define UNCONSCIOUSNESSTRESHOLD 0.7
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#define UNCONSCIOUSNESSTRESHOLD 0.7
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<<<<<<< HEAD
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private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_damage", "_armdamage", "_hitPoint", "_index", "_legdamage", "_newDamage", "_otherDamage", "_pain", "_restore"];
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private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_threshold"];
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_unit = _this select 0;
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_unit = _this select 0;
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_selectionName = _this select 1;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_damage = _this select 2;
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_shooter = _this select 3;
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_shooter = _this select 3;
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_projectile = _this select 4;
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_projectile = _this select 4;
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// Apply damage treshold / coefficient
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// Apply damage treshold / coefficient
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_threshold = [
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_threshold = [
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@ -39,15 +38,6 @@ _threshold = [
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_unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)]
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_unit getVariable [QGVAR(damageThreshold), GVAR(playerDamageThreshold)]
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] select ([_unit] call EFUNC(common,isPlayer));
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] select ([_unit] call EFUNC(common,isPlayer));
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_damage = _damage * (1 / _threshold);
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_damage = _damage * (1 / _threshold);
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=======
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private ["_unit", "_selectionName", "_damage", "_shooter", "_projectile", "_damage", "_armdamage", "_hitPoint", "_index", "_legdamage", "_newDamage", "_otherDamage", "_pain", "_restore"];
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_unit = _this select 0;
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_selectionName = _this select 1;
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_damage = _this select 2;
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_shooter = _this select 3;
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_projectile = _this select 4;
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>>>>>>> origin/master
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// This is a new hit, reset variables.
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// This is a new hit, reset variables.
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// Note: sometimes handleDamage spans over 2 or even 3 frames.
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// Note: sometimes handleDamage spans over 2 or even 3 frames.
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