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stop flickering of wounds, fix #346
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@ -21,7 +21,7 @@ params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
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// bug, apparently can fire for remote units in special cases
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if !(local _unit) exitWith {
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#ifdef DEBUG_ENABLED_MEDICAL
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ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3",diag_frameno,_unit,isServer);
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ACE_LOGDEBUG_3("HandleDamage on remote unit! - %1 - %2 - %3", diag_frameno, _unit, isServer);
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#endif
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nil
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};
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@ -35,9 +35,13 @@ private ["_damageReturn", "_typeOfDamage", "_minLethalDamage", "_newDamage", "_
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};*/
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#ifdef DEBUG_ENABLED_MEDICAL
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ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3",diag_frameno,_selection,_damage);
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ACE_LOGDEBUG_3("HandleDamage - %1 - %2 - %3", diag_frameno, _selection, _damage);
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#endif
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// If damage is in dummy hitpoints, "hands" and "legs", don't change anything
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if (_selection == "hands") exitWith {_unit getHit "hands"};
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if (_selection == "legs") exitWith {_unit getHit "legs"};
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// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?"
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if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3"
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@ -48,8 +52,13 @@ if !(_unit getVariable [QGVAR(allowDamage), true]) exitWith {
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} else {
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_unit getHit _selection
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};
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#ifdef DEBUG_ENABLED_MEDICAL
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ACE_LOGDEBUG_3("HandleDamage damage disabled. - %1 - %2 - %3", diag_frameno, _unit, _selection);
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#endif
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};
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//if (true) exitWith {nil};//
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// Get return damage
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_damageReturn = _damage;
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