<commit_before>setNoGasStatus={
    "dynamicBlur" ppEffectEnable true;                   // enables ppeffect
    "dynamicBlur" ppEffectAdjust [0];                    // enables normal vision
    "dynamicBlur" ppEffectCommit 10;                     // time it takes to normal
    resetCamShake;                                       // resets the shake
    20 fadeSound 1;                                      // fades the sound back to normal	
};

setGasStatus = { 
    "dynamicBlur" ppEffectEnable true;               // enables ppeffect
    "dynamicBlur" ppEffectAdjust [15];               // intensity of blur
	"dynamicBlur" ppEffectCommit 5;                  // time till vision is fully blurred
	enableCamShake true;                             // enables camera shake
	addCamShake [10, 45, 10];                        // sets shakevalues
	player setFatigue 0;                             // sets the fatigue to 100%
	5 fadeSound 0.1;                                 // fades the sound to 10% in 5 seconds
};

gasDamage = {
    player setDamage (damage player + 0.12);     //damage per tick
};

gasDelay = {
    sleep 2;
    true;
};

While{true} do{

	call setNoGasStatus;
	
	waituntil{
		((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10)       // detects if player is within grenade radius
	};

	if ((headgear player != "H_CrewHelmetHeli_B") && (call gasDelay)) then{
		
		call setGasStatus;
			
		while {(alive player) && ((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10) && (headgear player != "H_CrewHelmetHeli_B")} do{
			
			call gasDamage;
			sleep 5;                                     // Timer damage is assigned "seconds"
		};
	};
	sleep 5;
};<commit_msg>wtf again<commit_after>//	@file Name: teargas.sqf
//	@file Author: Mokey & whoever made the teargas script!
//	@file Description: Toxic Gas addon for A3W
//      @web: http://www.fractured-gaming.com
// ** Special Thanks to Pitoucc
While{true} do 
{
    "dynamicBlur" ppEffectEnable true; 
    "dynamicBlur" ppEffectAdjust [0];
    "dynamicBlur" ppEffectCommit 10; // time to revert to normal state
    resetCamShake;
    20 fadeSound 1;


<<<<<<< HEAD
gasDamage = {
    player setDamage (damage player + 0.12);     //damage per tick
};

gasDelay = {
    sleep 2;
    true;
};

While{true} do{

	call setNoGasStatus;
	
	waituntil{
		((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10)       // detects if player is within grenade radius
	};

	if ((headgear player != "H_CrewHelmetHeli_B") && (call gasDelay)) then{
		
		call setGasStatus;
			
		while {(alive player) && ((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10) && (headgear player != "H_CrewHelmetHeli_B")} do{
			
			call gasDamage;
			sleep 5;                                     // Timer damage is assigned "seconds"
		};
	};
	sleep 5;
=======
    waituntil{
    ((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10)
    &&
    (getpos (nearestObject [getpos player, "SmokeShellYellow"]) select 2 < 0.5)
    };

    if (headgear player != "H_CrewHelmetHeli_B") then
    {
        "dynamicBlur" ppEffectEnable true;
        "dynamicBlur" ppEffectAdjust [10]; // intensity of blur
        "dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred
        enableCamShake true;     // enables camera shake
        addCamShake [10, 45, 10];
        player setFatigue 0;
        5 fadeSound 0.1;
		while {(alive player) && ((nearestObject [getpos player, "SmokeShellYellow"]) distance player < 10) && (headgear player != "H_CrewHelmetHeli_B")} do
        {
            player setDamage (damage player + 0.12); //damage per tick 1=100
			sleep 5; // Timer damage is assigned "seconds"
        };
    };
    sleep 5;
>>>>>>> parent of 4b2702c... Rewrote Toxic_Gas
};
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