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Fix medkit string, fix overpressure
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@ -3220,6 +3220,9 @@
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<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_Medkit_DisplayName">
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<English>Locations Medkit</English>
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</Key>
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<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_Medkit_Description">
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<English>Where can the Medkit be used?</English>
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</Key>
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<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_useLocation_PAK_DisplayName">
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<English>Locations PAK</English>
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<Russian>Место использования аптечки</Russian>
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@ -51,7 +51,7 @@ if (_distance < _backblastRange) then {
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private _damage = _alpha * _beta * _backblastDamage;
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[_damage * 100] call BIS_fnc_bloodEffect;
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_unit] call EFUNC(medical,hasMedicalEnabled))}) then {
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_unit, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_unit setDamage (damage _unit + _damage);
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@ -55,7 +55,7 @@ TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage);
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// If the target is the ACE_player
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if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_x] call EFUNC(medical,hasMedicalEnabled))}) then {
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical")) then {
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[_x, _damage, "body", "backblast"] call EFUNC(medical,addDamageToUnit);
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} else {
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_x setDamage (damage _x + _damage);
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