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https://github.com/acemod/ACE3.git
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get rid of config and use namespace for blood models
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f60b368c65
commit
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@ -1,3 +1,10 @@
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class Extended_PreStart_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preStart));
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};
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};
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class Extended_PreInit_EventHandlers {
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class Extended_PreInit_EventHandlers {
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class ADDON {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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@ -1,48 +0,0 @@
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class CfgVehicles {
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class Static;
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class ACE_Blooddrop_1: Static {
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htMin = 60;
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htMax = 1800;
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afMax = 200;
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mfMax = 100;
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mFact = 0;
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tBody = 0;
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simulation = "SeaGull";
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armor = 0;
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timeToLive = 1;
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side = -1;
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shadow = 0;
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scope = 1;
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vehicleClass = "";
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displayName = "";
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model = QPATHTOF(data\drop_1.p3d);
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accuracy = 0;
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camouflage = 0;
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destrType = "DestructNo";
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/* Simulation Seagull Additions */
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minHeight = 0;
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avgHeight = 0;
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maxHeight = 0;
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minSpeed = 0;
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maxSpeed = 0;
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acceleration = 0;
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turning = 0;
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straightDistance = 0;
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flySound[] = { "", 0.0316228, 1, 1 };
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singSound[] = { "", 0.0316228, 1, 1 };
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canBeShot = 0;
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airFriction2[] = { 25, 12, 2.5 };
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airFriction1[] = { 1500, 700, 100 };
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airFriction0[] = { 40, 20, 60 };
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/* Simulation Seagull Additions */
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};
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class ACE_Blooddrop_2: ACE_Blooddrop_1 {
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model = QPATHTOF(data\drop_2.p3d);
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};
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class ACE_Blooddrop_3: ACE_Blooddrop_1 {
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model = QPATHTOF(data\drop_3.p3d);
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};
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class ACE_Blooddrop_4: ACE_Blooddrop_1 {
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model = QPATHTOF(data\drop_4.p3d);
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};
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};
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@ -4,4 +4,25 @@ ADDON = false;
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#include "XEH_PREP.hpp"
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#include "XEH_PREP.hpp"
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// blood object model namespace
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GVAR(models) = [] call CBA_fnc_createNamespace;
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{
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_x params ["_name", "_model"];
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// createSimpleObject expects a path without the leading slash
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if ((_model select [0,1]) isEqualTo "\") then {
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_model = _model select [1];
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};
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GVAR(models) setVariable [_name, _model];
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} forEach [
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["blooddrop_1", QPATHTOF(data\drop_1.p3d)],
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["blooddrop_2", QPATHTOF(data\drop_2.p3d)],
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["blooddrop_3", QPATHTOF(data\drop_3.p3d)],
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["blooddrop_4", QPATHTOF(data\drop_4.p3d)],
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["bloodsplat_1", QPATHTOF(data\splat_1.p3d)],
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["bloodsplat_2", QPATHTOF(data\splat_2.p3d)]
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];
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ADDON = true;
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ADDON = true;
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@ -3,17 +3,16 @@
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class CfgPatches {
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class CfgPatches {
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class ADDON {
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class ADDON {
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name = COMPONENT_NAME;
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name = COMPONENT_NAME;
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units[] = {"ACE_Blooddrop_1", "ACE_Blooddrop_2", "ACE_Blooddrop_3", "ACE_Blooddrop_4"};
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units[] = {};
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weapons[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_main"};
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requiredAddons[] = {"ace_main"};
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author = ECSTRING(common,ACETeam);
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author = ECSTRING(common,ACETeam);
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authors[] = {"Glowbal", "Sickboy"};
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authors[] = {"Glowbal","Sickboy","commy2"};
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url = ECSTRING(main,URL);
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url = ECSTRING(main,URL);
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VERSION_CONFIG;
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VERSION_CONFIG;
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};
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};
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "state_machine.hpp"
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#include "state_machine.hpp"
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@ -1,6 +1,7 @@
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/*
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/*
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* Author: Glowbal
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* Author: Glowbal
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* Spawn a blood drop. Available blood drop classes are ACE_Blooddrop_1 through ACE_Blooddrop_4.
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* Spawn a blood drop.
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* Available blood drop classes are blooddrop_1 through blooddrop_4.
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*
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*
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* Arguments:
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* Arguments:
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* 0: classname of blood drop <OBJECT>
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* 0: classname of blood drop <OBJECT>
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@ -10,7 +11,7 @@
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* Created blood drop <OBJECT>
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* Created blood drop <OBJECT>
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*
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*
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* Example:
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* Example:
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* ["ACE_Blooddrop_2", getPos player] call ace_medical_blood_fnc_createBlood
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* ["blooddrop_2", getPos player] call ace_medical_blood_fnc_createBlood
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -19,15 +20,12 @@
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params ["_type", "_pos"];
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params ["_type", "_pos"];
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private _p3dFile = getText (configFile >> "CfgVehicles" >> _type >> "model");
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private _model = GVAR(models) getVariable _type;
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if (_p3dFile == "") exitWith {};
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// createSimpleObject expects a path without the leading slash
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if ((_p3dFile select [0,1]) == "\") then {_p3dFile = _p3dFile select [1];};
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private _object = createSimpleObject [_p3dFile, [0,0,0]];
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private _object = createSimpleObject [_model, [0,0,0]];
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_object setDir random 360;
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_object setDir random 360;
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_object setPos _pos;
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_object setPos _pos;
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[QGVAR(bloodDropCreated), [_object]] call CBA_fnc_serverEvent;
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[QGVAR(bloodDropCreated), [_object]] call CBA_fnc_serverEvent;
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_object;
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_object
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@ -33,6 +33,6 @@ if ((CBA_missionTime - _lastTime) + _bloodLoss >= 8 + random 2) then {
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];
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];
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_position set [2, 0];
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_position set [2, 0];
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private _bloodDrop = ["ACE_Blooddrop_1", "ACE_Blooddrop_2", "ACE_Blooddrop_3", "ACE_Blooddrop_4"] select (floor (_bloodLoss max 3));
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private _bloodDrop = ["blooddrop_1", "blooddrop_2", "blooddrop_3", "blooddrop_4"] select floor (_bloodLoss max 3);
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[_bloodDrop, _position, getDir _unit] call FUNC(createBlood);
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[_bloodDrop, _position, getDir _unit] call FUNC(createBlood);
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};
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};
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@ -27,7 +27,7 @@ params ["_unit", "_dir", "_damage"];
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private _distanceBetweenDrops = DISTANCE_BETWEEN_DROPS * _damage;
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private _distanceBetweenDrops = DISTANCE_BETWEEN_DROPS * _damage;
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private _offset = OFFSET + _distanceBetweenDrops;
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private _offset = OFFSET + _distanceBetweenDrops;
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private _pos = _unit getPos [_offset, _dir];
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private _pos = _unit getPos [_offset, _dir];
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["ACE_Blooddrop_2", _pos, _dir] call FUNC(createBlood);
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["blooddrop_2", _pos, _dir] call FUNC(createBlood);
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private _dropAmount = ceil (MAXIMUM_DROPS * _damage);
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private _dropAmount = ceil (MAXIMUM_DROPS * _damage);
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if (_dropAmount > 1) then {
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if (_dropAmount > 1) then {
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@ -36,6 +36,6 @@ if (_dropAmount > 1) then {
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for "_i" from 2 to _dropAmount do {
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for "_i" from 2 to _dropAmount do {
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_pos = _pos getPos [_offset, _dir];
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_pos = _pos getPos [_offset, _dir];
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["ACE_Blooddrop_1", _pos, _dir] call FUNC(createBlood);
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["blooddrop_1", _pos, _dir] call FUNC(createBlood);
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};
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};
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};
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};
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