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fixes, tweaks
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@ -18,11 +18,8 @@
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params ["_unit", ["_reason", "unknown"]];
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// kill
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_unit setDamage 1;
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// reset textures
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[_unit, "All"] call EFUNC(medical_engine,updateBodyPartVisuals);
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// wait a frame to escape handleDamage
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[EFUNC(medical_engine,setStructuralDamage), [_unit, 1]] call CBA_fnc_execNextFrame;
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private _lastShooter = _unit getVariable [QEGVAR(medical_engine,lastShooter), objNull];
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private _lastInstigator = _unit getVariable [QEGVAR(medical_engine,lastInstigator), objNull];
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@ -28,11 +28,13 @@ if (!local _unit) exitWith {
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ERROR("Unit not local or null");
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};
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if !(_unit call EFUNC(common,isAwake)) exitWith {};
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private _timeOut = [TIME_OUT_HIT, TIME_OUT_MOAN] select (_type == "moan");
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// Handle timeout
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if (_unit getVariable [QGVAR(soundTimeout), -1] > CBA_missionTime) exitWith {};
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_unit setVariable [QGVAR(soundTimeout), CBA_missionTime + _timeOut];
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if (_unit getVariable [QGVAR(soundTimeout) + _type, -1] > CBA_missionTime) exitWith {};
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_unit setVariable [QGVAR(soundTimeout) + _type, CBA_missionTime + _timeOut];
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// Get sounds
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private _soundsNamespace = NAMESPACE_NULL;
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@ -104,8 +104,10 @@ if (weaponLowered _caller) then {
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_animDuration = _animDuration + 0.5;
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// fix problems with lowered weapon transitions by raising the weapon first
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if (currentWeapon _caller != "" && {_callerAnim != ""}) then {
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_caller action ["WeaponInHand", _caller];
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};
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};
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if (binocular _caller != "" && {binocular _caller == currentWeapon _caller}) then {
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_animDuration = _animDuration + 1.0;
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