ACE3/addons/medical_blood/functions/fnc_init.sqf

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#include "..\script_component.hpp"
/*
* Author: mharis001
* Initializes the medical blood system based on the given mode.
* Should only be called from the CBA setting changed script.
*
* Arguments:
* 0: Mode <NUMBER>
*
* Return Value:
* None
*
* Example:
* [2] call ace_medical_blood_fnc_init
*
* Public: No
*/
params ["_mode"];
// Exit if setting is refreshed to the same value
if (!isNil QGVAR(currentSetup) && {_mode == GVAR(currentSetup)}) exitWith {
TRACE_2("Setting refreshed to current setup",GVAR(currentSetup),_mode);
};
// Track this new configuration that will be set up
GVAR(currentSetup) = _mode;
// Delete current state machine if it exists
if (!isNil QGVAR(stateMachine)) then {
GVAR(stateMachine) call CBA_statemachine_fnc_delete;
GVAR(stateMachine) = nil;
};
// Remove wound received if it was previously added
if (!isNil QGVAR(woundReceivedEH)) then {
[QEGVAR(medical,woundReceived), GVAR(woundReceivedEH)] call CBA_fnc_removeEventHandler;
GVAR(woundReceivedEH) = nil;
};
// Don't need to set up anything if blood is disabled or players only on a non-player machine
if (_mode == BLOOD_DISABLED || {_mode == BLOOD_ONLY_PLAYERS && {!hasInterface}}) exitWith {
TRACE_1("Mode does not require any setup",_mode);
};
private _listCode = if (_mode == BLOOD_ONLY_PLAYERS) then {
// ACE_player is the only possible local player
{
if (alive ACE_player) then {
[ACE_player]
} else {
[]
};
}
} else {
// Filter all local units
EFUNC(common,getLocalUnits)
};
GVAR(stateMachine) = [_listCode, true] call CBA_statemachine_fnc_create;
[GVAR(stateMachine), LINKFUNC(onBleeding), {}, {}, "Bleeding"] call CBA_statemachine_fnc_addState;
GVAR(woundReceivedEH) = [QEGVAR(medical,woundReceived), LINKFUNC(handleWoundReceived)] call CBA_fnc_addEventHandler;
TRACE_3("Set up state machine and wounds event",_mode,GVAR(stateMachine),GVAR(woundReceivedEH));