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One line for each old public function
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@ -11,6 +11,44 @@ PREP_RECOMPILE_END;
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// Add warning for old functions that were technically public, Remove at 3.14.0
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{
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missionNamespace setVariable [_x, compileFinal format ['diag_log text "ACE Medical WARNING: Formerly public function [%1] has no effect in medical rewrite."; nil', _x]];
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} forEach ["ace_medical_fnc_actionPlaceInBodyBag","ace_medical_fnc_actionRemoveTourniquet","ace_medical_fnc_addHeartRateAdjustment","ace_medical_fnc_addToLog","ace_medical_fnc_addToTriageCard","ace_medical_fnc_addUnconsciousCondition","ace_medical_fnc_addVitalLoop","ace_medical_fnc_canAccessMedicalEquipment","ace_medical_fnc_canTreat","ace_medical_fnc_displayTriageCard","ace_medical_fnc_dropDownTriageCard","ace_medical_fnc_getTriageStatus","ace_medical_fnc_getUnconsciousCondition","ace_medical_fnc_hasItem","ace_medical_fnc_hasItems","ace_medical_fnc_hasTourniquetAppliedTo","ace_medical_fnc_isInMedicalFacility","ace_medical_fnc_isInMedicalVehicle","ace_medical_fnc_isMedic","ace_medical_fnc_isMedicalVehicle","ace_medical_fnc_itemCheck","ace_medical_fnc_selectionNameToNumber","ace_medical_fnc_setCardiacArrest","ace_medical_fnc_setDead","ace_medical_fnc_setHitPointDamage","ace_medical_fnc_showBloodEffect","ace_medical_fnc_treatment","ace_medical_fnc_treatmentAdvanced_bandage","ace_medical_fnc_treatmentAdvanced_CPR","ace_medical_fnc_treatmentAdvanced_CPRLocal","ace_medical_fnc_treatmentAdvanced_medication","ace_medical_fnc_treatmentAdvanced_medicationLocal","ace_medical_fnc_treatmentIV","ace_medical_fnc_treatmentIVLocal","ace_medical_fnc_unconsciousPFH","ace_medical_fnc_useItem","ace_medical_fnc_useItems"];
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} forEach [
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QFUNC(actionPlaceInBodyBag),
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QFUNC(actionRemoveTourniquet),
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QFUNC(addHeartRateAdjustment),
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QFUNC(addToLog),
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QFUNC(addToTriageCard),
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QFUNC(addUnconsciousCondition),
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QFUNC(addVitalLoop),
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QFUNC(canAccessMedicalEquipment),
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QFUNC(canTreat),
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QFUNC(displayTriageCard),
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QFUNC(dropDownTriageCard),
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QFUNC(getTriageStatus),
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QFUNC(getUnconsciousCondition),
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QFUNC(hasItem),
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QFUNC(hasItems),
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QFUNC(hasTourniquetAppliedTo),
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QFUNC(isInMedicalFacility),
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QFUNC(isInMedicalVehicle),
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QFUNC(isMedic),
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QFUNC(isMedicalVehicle),
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QFUNC(itemCheck),
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QFUNC(selectionNameToNumber),
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QFUNC(setCardiacArrest),
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QFUNC(setDead),
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QFUNC(setHitPointDamage),
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QFUNC(showBloodEffect),
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QFUNC(treatment),
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QFUNC(treatmentAdvanced_bandage),
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QFUNC(treatmentAdvanced_CPR),
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QFUNC(treatmentAdvanced_CPRLocal),
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QFUNC(treatmentAdvanced_medication),
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QFUNC(treatmentAdvanced_medicationLocal),
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QFUNC(treatmentIV),
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QFUNC(treatmentIVLocal),
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QFUNC(unconsciousPFH),
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QFUNC(useItem),
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QFUNC(useItems)
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];
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ADDON = true;
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@ -2,7 +2,6 @@
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/*
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* Author: Glowbal
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* Sets a unit in the unconscious state.
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* For Public Use
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*
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* Arguments:
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* 0: The unit that will be put in an unconscious state <OBJECT>
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@ -17,7 +16,7 @@
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* [bob, true] call ace_medical_fnc_setUnconscious;
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* [player, true, 5, true] call ace_medical_fnc_setUnconscious;
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*
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* Public: yes
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* Public: Yes
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*/
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// only run this after the settings are initialized
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