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https://github.com/hpy/Enigma_Exile_Revive.git
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@ -3,7 +3,7 @@ private["_respawnDelay","_layer","_descriptions"];
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_respawnDelay = _this;
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oldgroup = group player;
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if (player getVariable["REVIVE", true]) then
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if (player getVariable["REVIVE", true]) then
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{
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_descriptions =
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@ -14,11 +14,11 @@ if (player getVariable["REVIVE", true]) then
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"ON DEATHS DOOR"
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];
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player setVariable ['EnigmaRevivePermitted', true, true];
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}
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else
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player setVariable ['EnigmaRevivePermitted', true, true];
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}
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else
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{
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_descriptions =
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_descriptions =
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[
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"WRECKED",
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"REKT",
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@ -26,7 +26,7 @@ else
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"WASTED",
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"SCREWED",
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"TOASTED",
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"REST IN PIECES",
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"REST IN PIECES",
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"TERMINATED",
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"KILLED",
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"EXILED",
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@ -50,15 +50,15 @@ else
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// SPLASH
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[100] call BIS_fnc_bloodEffect;
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// Fade to gray instantly
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// Fade to gray instantly
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//ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1.1, -0.05, [0.4, 0.2, 0.3, -0.1], [0.79, 0.72, 0.62, 0], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]];
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ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.39, 0.32, 0.25, 0], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]];
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ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.39, 0.32, 0.25, 0], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]];
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ExileClientPostProcessingColorCorrections ppEffectCommit 0;
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// Fade to red slowy
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// Fade to red slowy
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//ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1.1, -0.05, [0.4, 0.2, 0.3, -0.1], [0.3, 0.05, 0, 0], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]];
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ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0.4, 0.2, 0.3, 0], [0.3, 0.05, 0, 0], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]];
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ExileClientPostProcessingColorCorrections ppEffectCommit _respawnDelay;
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ExileClientPostProcessingColorCorrections ppEffectCommit _respawnDelay;
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// Enable blur
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ExileClientPostProcessingBackgroundBlur ppEffectAdjust [0];
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@ -68,10 +68,10 @@ ExileClientPostProcessingBackgroundBlur ppEffectAdjust [2];
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ExileClientPostProcessingBackgroundBlur ppEffectCommit _respawnDelay;
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// Our count down
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ExileClientBleedOutHeartbeatPlaying = false;
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ExileClientBleedOutHeartbeatPlaying = false;
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ExileClientBleedOutCountDownDuration = _respawnDelay;
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ExileClientBleedOutCountDownEnd = time + _respawnDelay;
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player setVariable ["BleedoutCountDownEnd", ExileClientBleedOutCountDownEnd, true];
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// BIS count down GUI
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_layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
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_layer cutText ["", "plain"];
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@ -94,4 +94,4 @@ if(ExileClientBleedOutThread isEqualTo -1)then
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};
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true
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true
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