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remove static fix from vmedical component
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8a8bc6a336
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@ -10,34 +10,4 @@ GVAR(SELECTIONS) = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
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call FUNC(parseConfigForInjuries);
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call FUNC(parseConfigForInjuries);
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GVAR(STATE_MACHINE) = (configFile >> "ACE_Medical_StateMachine") call FUNC(createStateMachine);
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GVAR(STATE_MACHINE) = (configFile >> "ACE_Medical_StateMachine") call FUNC(createStateMachine);
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//Hack for #3168 (units in static weapons do not take any damage):
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//doing a manual pre-load with a small distance seems to fix the LOD problems with handle damage not returning full results
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GVAR(fixedStatics) = [];
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private _fixStatic = {
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params ["_vehicle"];
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private _vehType = typeOf _vehicle;
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TRACE_2("",_vehicle,_vehType);
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if (!(_vehType in GVAR(fixedStatics))) then {
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GVAR(fixedStatics) pushBack _vehType;
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TRACE_1("starting preload",_vehType);
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[{
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1 preloadObject (_this select 0);
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}, {
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TRACE_1("preload done",_this);
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}, [_vehType]] call CBA_fnc_waitUntilAndExecute;
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};
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};
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["StaticWeapon", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
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["Car", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
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addMissionEventHandler ["Loaded",{
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{
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TRACE_1("starting preload (save load)",_x);
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[{
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1 preloadObject (_this select 0);
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}, {
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TRACE_1("preload done",_this);
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}, [_x]] call CBA_fnc_waitUntilAndExecute;
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} forEach GVAR(fixedStatics);
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}];
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ADDON = true;
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ADDON = true;
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@ -41,47 +41,3 @@
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];
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];
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}] call CBA_fnc_waitUntilAndExecute;
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}] call CBA_fnc_waitUntilAndExecute;
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#endif
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#endif
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// Hack for #3168 (units in static weapons do not take any damage):
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// Doing a manual pre-load with a small distance seems to fix the LOD problems
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// with handle damage not returning full results.
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GVAR(fixedStatics) = [];
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private _fnc_fixStatic = {
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params ["_vehicle"];
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private _type = typeOf _vehicle;
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TRACE_2("",_vehicle,_type);
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if !(_type in GVAR(fixedStatics)) then {
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GVAR(fixedStatics) pushBack _type;
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ACE_LOGINFO_1("Starting preload for ""%1""",_type);
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[{
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1 preloadObject _this;
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}, {
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ACE_LOGINFO_1("Preload done for ""%1""",_this);
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}, _type] call CBA_fnc_waitUntilAndExecute;
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};
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};
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["StaticWeapon", "init", _fnc_fixStatic, nil, nil, true] call CBA_fnc_addClassEventHandler;
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["Car", "init", _fnc_fixStatic, nil, nil, true] call CBA_fnc_addClassEventHandler;
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addMissionEventHandler ["Loaded", {
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{
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ACE_LOGINFO_1("Starting preload for ""%1""",_x);
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[{
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1 preloadObject _this;
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}, {
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ACE_LOGINFO_1("Preload done for ""%1""",_this);
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}, _x] call CBA_fnc_waitUntilAndExecute;
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} forEach GVAR(fixedStatics);
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}];
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#define BLAH __FILE__
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diag_log BLAH;
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diag_log 127;
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diag_log __FILE__;
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@ -4,6 +4,30 @@ ADDON = false;
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#include "XEH_PREP.hpp"
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#include "XEH_PREP.hpp"
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// Hack for #3168 (units in static weapons do not take any damage):
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// Doing a manual pre-load with a small distance seems to fix the LOD problems
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// with handle damage not returning full results.
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GVAR(fixedStatics) = [];
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private _fnc_fixStatic = {
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params ["_vehicle"];
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private _type = typeOf _vehicle;
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if !(_type in GVAR(fixedStatics)) then {
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GVAR(fixedStatics) pushBack _type;
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PRELOAD_CLASS(_type);
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};
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};
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["StaticWeapon", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
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["Car", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
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addMissionEventHandler ["Loaded", {
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{
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PRELOAD_CLASS(_x);
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} forEach GVAR(fixedStatics);
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}];
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// HitScream
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// HitScream
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GVAR(HitScreamNamespace) = [] call CBA_fnc_createNamespace;
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GVAR(HitScreamNamespace) = [] call CBA_fnc_createNamespace;
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GVAR(HitScreamNamespace) setVariable ["#default", "Male08ENG"];
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GVAR(HitScreamNamespace) setVariable ["#default", "Male08ENG"];
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@ -27,3 +27,11 @@
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#define EMPTY_SOUND {"A3\Sounds_F\dummysound.wss",1,1}
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#define EMPTY_SOUND {"A3\Sounds_F\dummysound.wss",1,1}
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#define NAMESPACE_NULL locationNull
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#define NAMESPACE_NULL locationNull
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#define PRELOAD_CLASS(class) \
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LOG_1("Starting preload for ""%1""",class);\
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[{\
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1 preloadObject _this;\
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}, {\
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LOG_1("Preload done for ""%1""",_this);\
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}, class] call CBA_fnc_waitUntilAndExecute
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