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Medical - QGVAR(isUnconscious) -> "ACE_isUnconscious"
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@ -181,7 +181,7 @@ if (_selection == "") then {
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if (_selection == "" and
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_damageReturn >= UNCONSCIOUSNESSTRESHOLD and
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_damageReturn < 1 and
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!(_unit getVariable [QGVAR(isUnconscious), False]
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!(_unit getVariable ["ACE_isUnconscious", False]
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)) then {
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if (_unit getVariable [QGVAR(allowUnconscious), ([_unit] call EFUNC(common,isPlayer)) or random 1 > 0.3]) then {
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[_unit, true] call FUNC(setUnconscious);
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@ -81,7 +81,7 @@ if (GVAR(level) == 1) then {
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_blood = (_blood - 0.4 * (damage _unit) * _interval) max 0;
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if (_blood != (_unit getVariable [QGVAR(bloodVolume), 100])) then {
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_unit setVariable [QGVAR(bloodVolume), _blood, _syncValues];
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if (_blood <= 35 and !(_unit getVariable [QGVAR(isUnconscious), false])) then {
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if (_blood <= 35 and !(_unit getVariable ["ACE_isUnconscious", false])) then {
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[_unit, true] call FUNC(setUnconscious);
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};
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if (_blood == 0) then {
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@ -57,7 +57,7 @@ _unit setvariable [QGVAR(airwayCollapsed), false, true];
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// generic medical admin
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_unit setvariable [QGVAR(addedToUnitLoop), false, true];
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_unit setvariable [QGVAR(inCardiacArrest), false, true];
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_unit setVariable [QGVAR(isUnconscious), false, true];
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_unit setVariable ["ACE_isUnconscious", false, true];
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_unit setvariable [QGVAR(hasLostBlood), false, true];
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_unit setvariable [QGVAR(isBleeding), false, true];
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_unit setvariable [QGVAR(hasPain), false, true];
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@ -52,7 +52,7 @@ if (alive _unit) exitwith {
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// generic medical admin
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_unit setvariable [QGVAR(addedToUnitLoop), false, true];
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_unit setvariable [QGVAR(inCardiacArrest), false, true];
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_unit setVariable [QGVAR(isUnconscious), false, true];
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_unit setVariable ["ACE_isUnconscious", false, true];
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_unit setvariable [QGVAR(hasLostBlood), false, true];
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_unit setvariable [QGVAR(isBleeding), false, true];
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_unit setvariable [QGVAR(hasPain), false, true];
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