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Setting for getting rid of hitpoint damage after adv medical damage
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@ -113,4 +113,8 @@ class ACE_Settings {
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typeName = "BOOL";
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value = 1;
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};
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class GVAR(healHitPointAfterAdvBandage) {
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typeName = "BOOL";
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value = 1;
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};
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};
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@ -96,8 +96,11 @@ if (_impact > 0 && {GVAR(enableAdvancedWounds)}) then {
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};
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// If all wounds have been bandaged, we will reset all damage to 0, so the unit is not showing any blood on the model anymore.
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if (count _openWounds == 0) then {
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_target setDamage 0;
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if (GVAR(healHitPointAfterAdvBandage) && {{(_x select 2) == _part && {_x select 3 > 0}}count _openWounds == 0}) then {
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_hitSelections = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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_hitPoints = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"];
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_point = _hitPoints select (_hitSelections find _selectionName);
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[_target, _point, 0] call FUNC(setHitPointDamage);
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// _target setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
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};
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