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client_fncs.sqf
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INS_intro_playTrack = {
	//Plays a random intro track:
	// 0 => title, 1 => start delay
	playMusic "";
	private _track = selectRandom
	[
		[["LeadTrack05_F", 1], 33],
		[["AmbientTrack01a_F", 32], 33],
		[["LeadTrack01_F_Bootcamp", 36], 32.9],
		[["Track06_CarnHeli", 1], 33],
		[["BackgroundTrack01a_F", 63], 33],
		[["BackgroundTrack01a_F", 27], 33],
		[["EventTrack02_F_EPA", 1.63], 34.3],
		[["EventTrack01_F_EPA", 1.63], 34.3],
		[["LeadTrack03_F_EPA",60.85], 33.678]
	];
	0 fadeMusic 1;
	playMusic (_track # 0);
	uiSleep (_track # 1);
	playMusic "";
};

Bottom

INS_3d_Fallen = {
	_fallen = addMissionEventHandler ["Draw3D", {
		{
			if ((_x distance player) < 31 && {side player isEqualTo side _x} && {(lifeState _x isEqualTo "INCAPACITATED") || (_x getVariable ["ACE_isUnconscious", false])}) then {
				drawIcon3D["a3\ui_f\data\map\MapControl\hospital_ca.paa",[1,0,0,1],_x,0.5,0.5,0,format["%1 (%2m)", name _x, ceil (player distance _x)],0,0.02];
			};
		} foreach playableUnits;
	}];
};

646

INS_AI_revive = {
	// Initialize =BTC= Quick Revive for all group members including AI by Jigsor.
	if (INS_p_rev in [4,5]) then {
		private _pA = [];
		private _aiA = [];
		_grp = group player;

		if (count bon_recruit_queue > 0) then { waitUntil {sleep 1; count bon_recruit_queue < 1}; };
		{if (isPlayer _x) then {_pA pushBack _x;}else{_aiA pushBack _x;};} forEach (units _grp);
		if !(_pA isEqualTo []) then {["btc_qr_fnc_unit_init", _grp] call BIS_fnc_MP;};
		{_x call btc_qr_fnc_unit_init;} forEach _aiA;
	};
};