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GForces now uses correct unconscious function

This commit is contained in:
Glowbal 2015-04-02 22:54:39 +02:00
parent 7252966a78
commit c6c04442c1

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@ -89,7 +89,7 @@ _gRedOut = MINVIRTUALG / _classCoef;
// @todo: Sort the interaction with medical // @todo: Sort the interaction with medical
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then { if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
[ACE_player, (10 + floor(random 5))] call EFUNC(medical,knockOut); [ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);
}; };
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];