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14 functions. Also as Markdown for agents.
- BIS_fnc_bloodEffectAdds the bleeding effect post-processing effect to the players screen.
- BIS_fnc_damageChangedHandle effects caused by changing of damage.
- BIS_fnc_damagePulsingGame pulsing damage effect.
- BIS_fnc_dirtEffectScreen dirt (texture) postprocess. Displays dust PP according to damage obtained from near explosion; takes array from "Explosion" event handler.
- BIS_fnc_fatigueEffectEffects for high fatigue values. Internal engine use only, as it relies on internal BIS_* variables.
- BIS_fnc_feedbackInitInit function for feedback system. Declaration of variables, eventhandlers, etc. for in-game effects. Engine use only.
- BIS_fnc_feedbackMainMain feedback FSM, used for feedback effects (fatigue, drowning, injury etc.). Internal use only.
- BIS_fnc_flamesEffectFlames (texture) postprocess.
- BIS_fnc_healingHealing postprocess. Supposed to give healing postprocess effects.
- BIS_fnc_healthEffectsEffects when player is hit. Parameters are sent by the HandleDamage event handler.
- BIS_fnc_incapacitatedEffectA draft of incapacitated effects function.
- BIS_fnc_indicateBleedingShows a PP effect which indicates bleeding.
- BIS_fnc_radialRedRed radial postprocess (hit damage, fire damage). Parameters are the same as the first four of HandleDamage EH.
- BIS_fnc_radialRedOutRemoves red radial postprocess (fire damage) created by BIS_fnc_radialRed.