// check if infected
if (random(_infectionChance) < 1) then {
r_player_infected = true; //set players client to show infection
player setVariable["USEC_infected",true,true]; //tell the server the player is infected
cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected
// check for if loosing life on infection is turned on
if(_infectedLifeBool) then {
r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
} else { // if loosing life is turned off
r_player_lowblood = false; //set lowblood setting to false
10 fadeSound 1; //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
r_player_lowblood = false; //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
};
} else { // if not infected
r_player_lowblood = false; //set lowblood setting to false
10 fadeSound 1; //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
r_player_lowblood = false; //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
cutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag
};