logic to select low or high criticalAttributes
forced blood drop if player is hypothermic.
force blood pressure rise if toxicity or radiation is over 55
removed Radiation reduction in master loop so you can only reduce
radiation with treatments
players blood pressure must stay within 11-179 range or be killed.
Only do the marker resizing of core Epoch mod markers since it causes issues with mission markers.
Also shrank the sizes a bit after discussion with @xDrokz
New global marker sets and functions.
Replace all markers for events and locations(fully configurable in CfgMarkerSets)
New MapScale marker zoom feature.
Player Location Marker with Assigned GPS
Death Marker location saved only when assigned GPS on death
CfgEpochClient on/off toggle for hosts
DynaMenu on map toggle for players
New Marker Sets come to life!
First set of functions for Local Marker Sets as needed for the above
feature additions
use nearObjects instead of nearestObjects
use _lootClasses as filter for objects array, force array to lower to
prevent case issues.
This should allow loot spawn for simple objects.
-use the second set of GVARs to track adding and removing attributes.
-Epoch_player* vars moved to local vars only accessible inside the
master loop.
-TODO: finish digest system with a config entry to control digest
limits. Some extra logic is needed.
Basically, when you consume some food, it will not increase your hunger
level immediately but raise over time.
Each of these should have limits on how much you can store in the digest
and how much each tick the digest var can affect the local player var in
the master loop.