// The value of the variable 'remembergreybeard' is the statue.
remembergreybeard addAction ["Assign Doctor status", {
(_this select 1) player setVariable ["ACE_medical_medicClass", 2, true];
}, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) != 2", 8];
remembergreybeard addAction ["Unassign Doctor status", {
(_this select 1) setVariable ["ACE_medical_medicClass", 0, true];
}, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) == 2", 8];
remembergreybeard addAction ["Assign Medic status", {
(_this select 1) player setVariable ["ACE_medical_medicClass", 1, true];
}, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) != 1", 8];
remembergreybeard addAction ["Unassign Medic status", {
(_this select 1) setVariable ["ACE_medical_medicClass", 0, true];
}, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) == 1", 8];
remembergreybeard addAction ["Assign Pilot status", {
onMapSingleClick "";
(_this select 1) setVariable ["ACE_GForceCoef", 0.5];
}, nil, 6, true, true, "", "(player getVariable ['ACE_GForceCoef', 1]) > 0.8", 8];
remembergreybeard addAction ["Unassign Pilot status", {
onMapSingleClick {_shift};
(_this select 1) setVariable ["ACE_GForceCoef", 1.0];
}, nil, 6, true, true, "", "(player getVariable ['ACE_GForceCoef', 1]) <= 0.8", 8];
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