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spoke too soon, another logic issue fixed
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@ -48,18 +48,15 @@ if (_outOfBounds) then {
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};
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};
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};
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};
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//Reduce radiation by 90%
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if ("radiation_mask_epoch" in assignedItems player) then {
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_radsLevel = _radsLevel - (90 / 100 * _radsLevel);
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};
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//Reduce radiation by 50% for respirators (easy to find loot in construction sites?)
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//Reduce radiation by 50% for respirators (easy to find loot in construction sites?)
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if ("respirator_placeholder" in assignedItems player) then {
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if ("respirator_placeholder" in assignedItems player) then {
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_radsLevel = _radsLevel / 2;
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_radsLevel = _radsLevel / 2;
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};
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};
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//Reduce radiation by 90%
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if ("radiation_mask_epoch" in assignedItems player) then {
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_radsLevel = 90 / 100 * _radsLevel;
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};
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//Reduce radiation by 100% TODO: move this to top, no point in doing all this calc if hazmat is on.
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if (uniform player == "hazmat_placeholder") then {
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_radsLevel = 0;
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};
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//Reduce % radiation from max armor value possible
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//Reduce % radiation from max armor value possible
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_maxArmor = (missionNamespace getVariable ["EPOCH_MAX_ARMOR",[0,0,0,2300]]) select 3;
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_maxArmor = (missionNamespace getVariable ["EPOCH_MAX_ARMOR",[0,0,0,2300]]) select 3;
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@ -67,6 +64,11 @@ _currentArmor = ((uniform player) call EPOCH_uniformArmorCalc) + ((vest player)
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_currentArmorPercent = 100 - (_currentArmor / _maxArmor * 100);
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_currentArmorPercent = 100 - (_currentArmor / _maxArmor * 100);
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_radsLevel = _currentArmorPercent / 100 * _radsLevel;
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_radsLevel = _currentArmorPercent / 100 * _radsLevel;
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//Reduce radiation by 100% TODO: move this to top, no point in doing all this calc if hazmat is on.
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if (uniform player == "hazmat_placeholder") then {
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_radsLevel = 0;
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};
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// Radiation Handler
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// Radiation Handler
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if (_radsLevel > 0) then {
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if (_radsLevel > 0) then {
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// increase rads based on radiation levels
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// increase rads based on radiation levels
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