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fixed pain with advanced medical
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4ed19dce75
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@ -193,7 +193,7 @@ class ACE_Medical_Advanced {
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name = "Scrape";
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selections[] = {"All"};
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bleedingRate = 0.0001;
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pain = 0.1;
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pain = 0.01;
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causes[] = {"falling", "ropeburn", "vehiclecrash"};
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minDamage = 0.01;
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class Minor {
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@ -215,7 +215,7 @@ class ACE_Medical_Advanced {
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name = "Avulsion";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.3;
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causes[] = {"explosive", "vehiclecrash", "grenade", "shell", "bullet", "backblast", "bite"};
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minDamage = 0.2;
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class Minor {
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@ -237,7 +237,7 @@ class ACE_Medical_Advanced {
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name = "Bruise";
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selections[] = {"All"};
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bleedingRate = 0.0;
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pain = 1;
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pain = 0.05;
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causes[] = {"bullet", "backblast", "punch","vehiclecrash","falling"};
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minDamage = 0.01;
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class Minor {
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@ -256,7 +256,7 @@ class ACE_Medical_Advanced {
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name = "Crushed tissue";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.1;
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causes[] = {"falling", "vehiclecrash", "punch"};
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minDamage = 0.1;
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class Minor {
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@ -278,7 +278,7 @@ class ACE_Medical_Advanced {
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name = "Cut";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"vehiclecrash", "grenade", "explosive", "shell", "backblast", "stab"};
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minDamage = 0.1;
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class Minor {
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@ -300,7 +300,7 @@ class ACE_Medical_Advanced {
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name = "Tear";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"vehiclecrash", "punch"};
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minDamage = 0.01;
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class Minor {
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@ -322,7 +322,7 @@ class ACE_Medical_Advanced {
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name = "Velocity Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.2;
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causes[] = {"bullet", "grenade","explosive", "shell"};
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minDamage = 0.15;
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class Minor {
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@ -344,7 +344,7 @@ class ACE_Medical_Advanced {
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name = "Puncture Wound";
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selections[] = {"All"};
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bleedingRate = 0.01;
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pain = 1;
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pain = 0.075;
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causes[] = {"stab", "grenade"};
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minDamage = 0.01;
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class Minor {
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@ -238,7 +238,7 @@ if (isMultiplayer) then {
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[
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{(((_this select 0) getvariable [QGVAR(bloodVolume), 0]) < 65)},
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{(((_this select 0) getvariable [QGVAR(pain), 0]) > 48)},
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{(((_this select 0) getvariable [QGVAR(pain), 0]) > 0.9)},
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{(((_this select 0) call FUNC(getBloodLoss)) > 0.25)},
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{((_this select 0) getvariable [QGVAR(inReviveState), false])},
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{((_this select 0) getvariable ["ACE_isDead", false])}
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