ACE3/addons/medical_status/XEH_preInit.sqf

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#include "script_component.hpp"
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
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#include "initSettings.sqf"
// Add vanilla killed EH to unit to set correct killer
["CAManBase", "init", {
params ["_unit"];
private _config = configOf _unit;
if (getText (_config >> "simulation") == "UAVPilot") exitWith {TRACE_1("ignore UAV AI",typeOf _unit);};
if (getNumber (_config >> "isPlayableLogic") == 1) exitWith {TRACE_1("ignore logic unit",typeOf _unit)};
// Hopefully this EH gets added first as it can only effect other EH called after it
private _ehIndex = _unit addEventHandler ["Killed", {_this call FUNC(handleKilled)}];
#ifdef DEBUG_MODE_FULL
if (_ehIndex != 0) then { WARNING_1("killed EH not first [%1]",_ehIndex); };
#endif
}, nil, [IGNORE_BASE_UAVPILOTS], true] call CBA_fnc_addClassEventHandler;
addMissionEventHandler ["EntityKilled", {_this call FUNC(handleKilledMission)}];
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if (hasInterface) then {
//Add Inventory action to uncon units
["CAManBase", "init", {
params ["_unit"];
private _id = _unit addAction ["", {
params ["_target", "_caller", "_actionId", "_arguments"];
_caller action ["Gear", _target];
}, nil, 5.1, true, true, "gear", "_target getVariable ['ACE_isUnconscious',false] && {alive _target}", 3.5];
_unit setUserActionText [_id, localize "STR_ACTION_GEAR", "<img image='\A3\ui_f\data\igui\cfg\actions\gear_ca.paa' size='2.5' shadow=2 />"];
}, nil, nil, true] call CBA_fnc_addClassEventHandler;
};
ADDON = true;